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e33764744c
Made AudioFrame and Vector2 equivalent for casting. Added ability to obtain the playback object from stream players. Added ability to obtain effect instance from audio server.
119 lines
4.0 KiB
C++
119 lines
4.0 KiB
C++
/*************************************************************************/
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/* audio_stream_player.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIO_STREAM_PLAYER_H
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#define AUDIO_STREAM_PLAYER_H
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#include "scene/main/node.h"
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#include "servers/audio/audio_stream.h"
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class AudioStreamPlayer : public Node {
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GDCLASS(AudioStreamPlayer, Node)
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public:
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enum MixTarget {
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MIX_TARGET_STEREO,
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MIX_TARGET_SURROUND,
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MIX_TARGET_CENTER
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};
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private:
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Ref<AudioStreamPlayback> stream_playback;
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Ref<AudioStream> stream;
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Vector<AudioFrame> mix_buffer;
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volatile float setseek;
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volatile bool active;
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float mix_volume_db;
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float pitch_scale;
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float volume_db;
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bool autoplay;
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bool stream_paused;
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bool stream_fade;
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bool stream_stop;
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StringName bus;
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MixTarget mix_target;
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void _mix_internal(bool p_fadeout);
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void _mix_audio();
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static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer *>(self)->_mix_audio(); }
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void _set_playing(bool p_enable);
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bool _is_active() const;
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void _bus_layout_changed();
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protected:
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void _validate_property(PropertyInfo &property) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_stream(Ref<AudioStream> p_stream);
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Ref<AudioStream> get_stream() const;
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void set_volume_db(float p_volume);
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float get_volume_db() const;
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void set_pitch_scale(float p_pitch_scale);
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float get_pitch_scale() const;
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void play(float p_from_pos = 0.0);
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void seek(float p_seconds);
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void stop();
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bool is_playing() const;
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float get_playback_position();
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void set_bus(const StringName &p_bus);
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StringName get_bus() const;
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void set_autoplay(bool p_enable);
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bool is_autoplay_enabled();
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void set_mix_target(MixTarget p_target);
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MixTarget get_mix_target() const;
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void set_stream_paused(bool p_pause);
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bool get_stream_paused() const;
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Ref<AudioStreamPlayback> get_stream_playback();
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AudioStreamPlayer();
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~AudioStreamPlayer();
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};
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VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget)
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#endif // AUDIO_STREAM_PLAYER_H
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