virtualx-engine/scene/audio/audio_stream_player_internal.h

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/**************************************************************************/
/* audio_stream_player_internal.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef AUDIO_STREAM_PLAYER_INTERNAL_H
#define AUDIO_STREAM_PLAYER_INTERNAL_H
#include "core/object/ref_counted.h"
#include "core/templates/safe_refcount.h"
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#include "servers/audio_server.h"
class AudioStream;
class AudioStreamPlayback;
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class AudioSamplePlayback;
class Node;
class AudioStreamPlayerInternal : public Object {
GDCLASS(AudioStreamPlayerInternal, Object);
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private:
struct ParameterData {
StringName path;
Variant value;
};
static inline const String PARAM_PREFIX = "parameters/";
Node *node = nullptr;
Callable play_callable;
bool physical = false;
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AudioServer::PlaybackType playback_type = AudioServer::PlaybackType::PLAYBACK_TYPE_DEFAULT;
HashMap<StringName, ParameterData> playback_parameters;
void _set_process(bool p_enabled);
void _update_stream_parameters();
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_FORCE_INLINE_ bool _is_sample() {
return (AudioServer::get_singleton()->get_default_playback_type() == AudioServer::PlaybackType::PLAYBACK_TYPE_SAMPLE && get_playback_type() == AudioServer::PlaybackType::PLAYBACK_TYPE_DEFAULT) || get_playback_type() == AudioServer::PlaybackType::PLAYBACK_TYPE_SAMPLE;
}
public:
Vector<Ref<AudioStreamPlayback>> stream_playbacks;
Ref<AudioStream> stream;
SafeFlag active;
float pitch_scale = 1.0;
float volume_db = 0.0;
bool autoplay = false;
StringName bus;
int max_polyphony = 1;
void process();
void ensure_playback_limit();
void notification(int p_what);
void validate_property(PropertyInfo &p_property) const;
bool set(const StringName &p_name, const Variant &p_value);
bool get(const StringName &p_name, Variant &r_ret) const;
void get_property_list(List<PropertyInfo> *p_list) const;
void set_stream(Ref<AudioStream> p_stream);
void set_pitch_scale(float p_pitch_scale);
void set_max_polyphony(int p_max_polyphony);
StringName get_bus() const;
Ref<AudioStreamPlayback> play_basic();
void seek(float p_seconds);
void stop();
bool is_playing() const;
float get_playback_position();
void set_playing(bool p_enable);
bool is_active() const;
void set_stream_paused(bool p_pause);
bool get_stream_paused() const;
bool has_stream_playback();
Ref<AudioStreamPlayback> get_stream_playback();
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void set_playback_type(AudioServer::PlaybackType p_playback_type);
AudioServer::PlaybackType get_playback_type() const;
AudioStreamPlayerInternal(Node *p_node, const Callable &p_play_callable, bool p_physical);
};
#endif // AUDIO_STREAM_PLAYER_INTERNAL_H