2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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/* audio_driver_dummy.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 14:16:55 +02:00
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/* https://godotengine.org */
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2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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2022-01-03 21:27:34 +01:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 02:10:30 +01:00
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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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2018-01-05 00:50:27 +01:00
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2014-02-10 02:10:30 +01:00
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#ifndef AUDIO_DRIVER_DUMMY_H
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#define AUDIO_DRIVER_DUMMY_H
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2017-01-15 20:06:14 +01:00
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#include "servers/audio_server.h"
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2014-02-10 02:10:30 +01:00
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#include "core/os/mutex.h"
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2017-03-05 16:44:50 +01:00
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#include "core/os/thread.h"
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2014-02-10 02:10:30 +01:00
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2017-01-15 20:06:14 +01:00
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class AudioDriverDummy : public AudioDriver {
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2021-01-19 13:29:41 +01:00
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Thread thread;
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2020-02-26 11:28:13 +01:00
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Mutex mutex;
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2014-02-10 02:10:30 +01:00
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2022-04-04 15:06:57 +02:00
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int32_t *samples_in = nullptr;
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2014-02-10 02:10:30 +01:00
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2017-03-05 16:44:50 +01:00
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static void thread_func(void *p_udata);
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2014-02-10 02:10:30 +01:00
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Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-17 00:55:19 +02:00
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uint32_t buffer_frames = 4096;
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int32_t mix_rate = -1;
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SpeakerMode speaker_mode = SPEAKER_MODE_STEREO;
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2014-02-10 02:10:30 +01:00
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int channels;
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bool active;
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bool thread_exited;
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mutable bool exit_thread;
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Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-17 00:55:19 +02:00
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bool use_threads = true;
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static AudioDriverDummy *singleton;
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2014-02-10 02:10:30 +01:00
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public:
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2017-03-05 16:44:50 +01:00
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const char *get_name() const {
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2014-02-10 02:10:30 +01:00
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return "Dummy";
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};
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virtual Error init();
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virtual void start();
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virtual int get_mix_rate() const;
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2017-01-15 20:06:14 +01:00
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virtual SpeakerMode get_speaker_mode() const;
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2014-02-10 02:10:30 +01:00
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virtual void lock();
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virtual void unlock();
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virtual void finish();
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Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-17 00:55:19 +02:00
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void set_use_threads(bool p_use_threads);
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void set_speaker_mode(SpeakerMode p_mode);
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void set_mix_rate(int p_rate);
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uint32_t get_channels() const;
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void mix_audio(int p_frames, int32_t *p_buffer);
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static AudioDriverDummy *get_dummy_singleton() { return singleton; }
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AudioDriverDummy();
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2020-05-19 11:24:58 +02:00
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~AudioDriverDummy() {}
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2014-02-10 02:10:30 +01:00
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};
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#endif
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