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139 lines
4.5 KiB
C++
139 lines
4.5 KiB
C++
/*************************************************************************/
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/* audio_stream_player_2d.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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_2D_H
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#define AUDIO_STREAM_PLAYER_2D_H
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#include "scene/2d/node_2d.h"
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#include "servers/audio/audio_stream.h"
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#include "servers/audio_server.h"
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class AudioStreamPlayer2D : public Node2D {
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GDCLASS(AudioStreamPlayer2D, Node2D);
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private:
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enum {
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MAX_OUTPUTS = 8,
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MAX_INTERSECT_AREAS = 32
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};
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struct Output {
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AudioFrame vol;
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int bus_index;
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Viewport *viewport; //pointer only used for reference to previous mix
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};
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Output outputs[MAX_OUTPUTS];
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volatile int output_count;
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volatile bool output_ready;
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//these are used by audio thread to have a reference of previous volumes (for ramping volume and avoiding clicks)
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Output prev_outputs[MAX_OUTPUTS];
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int prev_output_count;
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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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volatile float setplay;
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float volume_db;
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float pitch_scale;
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bool autoplay;
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bool stream_paused;
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bool stream_paused_fade_in;
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bool stream_paused_fade_out;
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StringName bus;
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void _mix_audio();
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static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer2D *>(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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uint32_t area_mask;
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float max_distance;
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float attenuation;
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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_max_distance(float p_pixels);
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float get_max_distance() const;
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void set_attenuation(float p_curve);
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float get_attenuation() const;
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void set_area_mask(uint32_t p_mask);
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uint32_t get_area_mask() 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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AudioStreamPlayer2D();
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~AudioStreamPlayer2D();
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};
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#endif
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