virtualx-engine/scene/3d/audio_stream_player_3d.cpp

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/**************************************************************************/
/* audio_stream_player_3d.cpp */
/**************************************************************************/
/* 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 */
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/* 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. */
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#include "audio_stream_player_3d.h"
#include "audio_stream_player_3d.compat.inc"
#include "core/config/project_settings.h"
#include "scene/3d/audio_listener_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/physics/area_3d.h"
#include "scene/3d/velocity_tracker_3d.h"
#include "scene/audio/audio_stream_player_internal.h"
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#include "scene/main/viewport.h"
#include "servers/audio/audio_stream.h"
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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// Based on "A Novel Multichannel Panning Method for Standard and Arbitrary Loudspeaker Configurations" by Ramy Sadek and Chris Kyriakakis (2004)
// Speaker-Placement Correction Amplitude Panning (SPCAP)
class Spcap {
private:
struct Speaker {
Vector3 direction;
real_t effective_number_of_speakers = 0; // precalculated
mutable real_t squared_gain = 0; // temporary
};
Vector<Speaker> speakers;
public:
Spcap(unsigned int speaker_count, const Vector3 *speaker_directions) {
speakers.resize(speaker_count);
Speaker *w = speakers.ptrw();
for (unsigned int speaker_num = 0; speaker_num < speaker_count; speaker_num++) {
w[speaker_num].direction = speaker_directions[speaker_num];
w[speaker_num].squared_gain = 0.0;
w[speaker_num].effective_number_of_speakers = 0.0;
for (unsigned int other_speaker_num = 0; other_speaker_num < speaker_count; other_speaker_num++) {
w[speaker_num].effective_number_of_speakers += 0.5 * (1.0 + w[speaker_num].direction.dot(w[other_speaker_num].direction));
}
}
}
unsigned int get_speaker_count() const {
return (unsigned int)speakers.size();
}
Vector3 get_speaker_direction(unsigned int index) const {
return speakers.ptr()[index].direction;
}
void calculate(const Vector3 &source_direction, real_t tightness, unsigned int volume_count, real_t *volumes) const {
const Speaker *r = speakers.ptr();
real_t sum_squared_gains = 0.0;
for (unsigned int speaker_num = 0; speaker_num < (unsigned int)speakers.size(); speaker_num++) {
real_t initial_gain = 0.5 * powf(1.0 + r[speaker_num].direction.dot(source_direction), tightness) / r[speaker_num].effective_number_of_speakers;
r[speaker_num].squared_gain = initial_gain * initial_gain;
sum_squared_gains += r[speaker_num].squared_gain;
}
for (unsigned int speaker_num = 0; speaker_num < MIN(volume_count, (unsigned int)speakers.size()); speaker_num++) {
volumes[speaker_num] = sqrtf(r[speaker_num].squared_gain / sum_squared_gains);
}
}
};
//TODO: hardcoded main speaker directions for 2, 3.1, 5.1 and 7.1 setups - these are simplified and could also be made configurable
static const Vector3 speaker_directions[7] = {
Vector3(-1.0, 0.0, -1.0).normalized(), // front-left
Vector3(1.0, 0.0, -1.0).normalized(), // front-right
Vector3(0.0, 0.0, -1.0).normalized(), // center
Vector3(-1.0, 0.0, 1.0).normalized(), // rear-left
Vector3(1.0, 0.0, 1.0).normalized(), // rear-right
Vector3(-1.0, 0.0, 0.0).normalized(), // side-left
Vector3(1.0, 0.0, 0.0).normalized(), // side-right
};
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void AudioStreamPlayer3D::_calc_output_vol(const Vector3 &source_dir, real_t tightness, Vector<AudioFrame> &output) {
unsigned int speaker_count = 0; // only main speakers (no LFE)
switch (AudioServer::get_singleton()->get_speaker_mode()) {
case AudioServer::SPEAKER_MODE_STEREO:
speaker_count = 2;
break;
case AudioServer::SPEAKER_SURROUND_31:
speaker_count = 3;
break;
case AudioServer::SPEAKER_SURROUND_51:
speaker_count = 5;
break;
case AudioServer::SPEAKER_SURROUND_71:
speaker_count = 7;
break;
}
Spcap spcap(speaker_count, speaker_directions); //TODO: should only be created/recreated once the speaker mode / speaker positions changes
real_t volumes[7];
spcap.calculate(source_dir, tightness, speaker_count, volumes);
switch (AudioServer::get_singleton()->get_speaker_mode()) {
case AudioServer::SPEAKER_SURROUND_71:
output.write[3].left = volumes[5]; // side-left
output.write[3].right = volumes[6]; // side-right
[[fallthrough]];
case AudioServer::SPEAKER_SURROUND_51:
output.write[2].left = volumes[3]; // rear-left
output.write[2].right = volumes[4]; // rear-right
[[fallthrough]];
case AudioServer::SPEAKER_SURROUND_31:
output.write[1].right = 1.0; // LFE - always full power
output.write[1].left = volumes[2]; // center
[[fallthrough]];
case AudioServer::SPEAKER_MODE_STEREO:
output.write[0].right = volumes[1]; // front-right
output.write[0].left = volumes[0]; // front-left
break;
}
}
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void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_pos, Vector<AudioFrame> direct_path_vol, Vector<AudioFrame> &reverb_vol) {
reverb_vol.resize(4);
reverb_vol.write[0] = AudioFrame(0, 0);
reverb_vol.write[1] = AudioFrame(0, 0);
reverb_vol.write[2] = AudioFrame(0, 0);
reverb_vol.write[3] = AudioFrame(0, 0);
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float uniformity = area->get_reverb_uniformity();
float area_send = area->get_reverb_amount();
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if (uniformity > 0.0) {
float distance = listener_area_pos.length();
float attenuation = Math::db_to_linear(_get_attenuation_db(distance));
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// Determine the fraction of sound that would come from each speaker if they were all driven uniformly.
float center_val[3] = { 0.5f, 0.25f, 0.16666f };
int channel_count = AudioServer::get_singleton()->get_channel_count();
AudioFrame center_frame(center_val[channel_count - 1], center_val[channel_count - 1]);
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if (attenuation < 1.0) {
//pan the uniform sound
Vector3 rev_pos = listener_area_pos;
rev_pos.y = 0;
rev_pos.normalize();
// Stereo pair.
float c = rev_pos.x * 0.5 + 0.5;
reverb_vol.write[0].left = 1.0 - c;
reverb_vol.write[0].right = c;
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if (channel_count >= 3) {
// Center pair + Side pair
float xl = Vector3(-1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
float xr = Vector3(1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
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reverb_vol.write[1].left = xl;
reverb_vol.write[1].right = xr;
reverb_vol.write[2].left = 1.0 - xr;
reverb_vol.write[2].right = 1.0 - xl;
}
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if (channel_count >= 4) {
// Rear pair
// FIXME: Not sure what math should be done here
reverb_vol.write[3].left = 1.0 - c;
reverb_vol.write[3].right = c;
}
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for (int i = 0; i < channel_count; i++) {
reverb_vol.write[i] = reverb_vol[i].lerp(center_frame, attenuation);
}
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} else {
for (int i = 0; i < channel_count; i++) {
reverb_vol.write[i] = center_frame;
}
}
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for (int i = 0; i < channel_count; i++) {
reverb_vol.write[i] = direct_path_vol[i].lerp(reverb_vol[i] * attenuation, uniformity);
reverb_vol.write[i] *= area_send;
}
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} else {
for (int i = 0; i < 4; i++) {
reverb_vol.write[i] = direct_path_vol[i] * area_send;
}
}
}
float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
float att = 0;
switch (attenuation_model) {
case ATTENUATION_INVERSE_DISTANCE: {
att = Math::linear_to_db(1.0 / ((p_distance / unit_size) + CMP_EPSILON));
} break;
case ATTENUATION_INVERSE_SQUARE_DISTANCE: {
float d = (p_distance / unit_size);
d *= d;
att = Math::linear_to_db(1.0 / (d + CMP_EPSILON));
} break;
case ATTENUATION_LOGARITHMIC: {
att = -20 * Math::log(p_distance / unit_size + CMP_EPSILON);
} break;
case ATTENUATION_DISABLED:
break;
default: {
ERR_PRINT("Unknown attenuation type");
break;
}
}
att += internal->volume_db;
if (att > max_db) {
att = max_db;
}
return att;
}
void AudioStreamPlayer3D::_notification(int p_what) {
internal->notification(p_what);
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
velocity_tracker->reset(get_global_transform().origin);
AudioServer::get_singleton()->add_listener_changed_callback(_listener_changed_cb, this);
} break;
case NOTIFICATION_EXIT_TREE: {
AudioServer::get_singleton()->remove_listener_changed_callback(_listener_changed_cb, this);
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
velocity_tracker->update_position(get_global_transform().origin);
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// Update anything related to position first, if possible of course.
Vector<AudioFrame> volume_vector;
if (setplay.get() > 0 || (internal->active.is_set() && last_mix_count != AudioServer::get_singleton()->get_mix_count()) || force_update_panning) {
force_update_panning = false;
volume_vector = _update_panning();
}
if (setplayback.is_valid() && setplay.get() >= 0) {
internal->active.set();
HashMap<StringName, Vector<AudioFrame>> bus_map;
bus_map[_get_actual_bus()] = volume_vector;
AudioServer::get_singleton()->start_playback_stream(setplayback, bus_map, setplay.get(), actual_pitch_scale, linear_attenuation, attenuation_filter_cutoff_hz);
setplayback.unref();
setplay.set(-1);
}
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if (!internal->stream_playbacks.is_empty() && internal->active.is_set()) {
internal->process();
}
internal->ensure_playback_limit();
} break;
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}
}
// Interacts with PhysicsServer3D, so can only be called during _physics_process
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Area3D *AudioStreamPlayer3D::_get_overriding_area() {
//check if any area is diverting sound into a bus
Ref<World3D> world_3d = get_world_3d();
ERR_FAIL_COND_V(world_3d.is_null(), nullptr);
Vector3 global_pos = get_global_transform().origin;
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PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
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PhysicsDirectSpaceState3D::ShapeResult sr[MAX_INTERSECT_AREAS];
PhysicsDirectSpaceState3D::PointParameters point_params;
point_params.position = global_pos;
point_params.collision_mask = area_mask;
point_params.collide_with_bodies = false;
point_params.collide_with_areas = true;
int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS);
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for (int i = 0; i < areas; i++) {
if (!sr[i].collider) {
continue;
}
Area3D *tarea = Object::cast_to<Area3D>(sr[i].collider);
if (!tarea) {
continue;
}
if (!tarea->is_overriding_audio_bus() && !tarea->is_using_reverb_bus()) {
continue;
}
return tarea;
}
return nullptr;
}
// Interacts with PhysicsServer3D, so can only be called during _physics_process.
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StringName AudioStreamPlayer3D::_get_actual_bus() {
Area3D *overriding_area = _get_overriding_area();
if (overriding_area && overriding_area->is_overriding_audio_bus() && !overriding_area->is_using_reverb_bus()) {
return overriding_area->get_audio_bus_name();
}
return internal->bus;
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}
// Interacts with PhysicsServer3D, so can only be called during _physics_process.
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Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
Vector<AudioFrame> output_volume_vector;
output_volume_vector.resize(4);
for (AudioFrame &frame : output_volume_vector) {
frame = AudioFrame(0, 0);
}
if (!internal->active.is_set() || internal->stream.is_null()) {
return output_volume_vector;
}
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Vector3 linear_velocity;
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//compute linear velocity for doppler
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
linear_velocity = velocity_tracker->get_tracked_linear_velocity();
}
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Vector3 global_pos = get_global_transform().origin;
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Ref<World3D> world_3d = get_world_3d();
ERR_FAIL_COND_V(world_3d.is_null(), output_volume_vector);
HashSet<Camera3D *> cameras = world_3d->get_cameras();
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cameras.insert(get_viewport()->get_camera_3d());
PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
for (Camera3D *camera : cameras) {
if (!camera) {
continue;
}
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Viewport *vp = camera->get_viewport();
if (!vp) {
continue;
}
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if (!vp->is_audio_listener_3d()) {
continue;
}
bool listener_is_camera = true;
Node3D *listener_node = camera;
AudioListener3D *listener = vp->get_audio_listener_3d();
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if (listener) {
listener_node = listener;
listener_is_camera = false;
}
Vector3 local_pos = listener_node->get_global_transform().orthonormalized().affine_inverse().xform(global_pos);
float dist = local_pos.length();
Vector3 area_sound_pos;
Vector3 listener_area_pos;
Area3D *area = _get_overriding_area();
if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
area_sound_pos = space_state->get_closest_point_to_object_volume(area->get_rid(), listener_node->get_global_transform().origin);
listener_area_pos = listener_node->get_global_transform().affine_inverse().xform(area_sound_pos);
}
if (max_distance > 0) {
float total_max = max_distance;
if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
total_max = MAX(total_max, listener_area_pos.length());
}
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if (total_max > max_distance) {
continue; //can't hear this sound in this listener
}
}
float multiplier = Math::db_to_linear(_get_attenuation_db(dist));
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if (max_distance > 0) {
multiplier *= MAX(0, 1.0 - (dist / max_distance));
}
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float db_att = (1.0 - MIN(1.0, multiplier)) * attenuation_filter_db;
if (emission_angle_enabled) {
Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
float c = listenertopos.normalized().dot(get_global_transform().basis.get_column(2).normalized()); //it's z negative
float angle = Math::rad_to_deg(Math::acos(c));
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if (angle > emission_angle) {
db_att -= -emission_angle_filter_attenuation_db;
}
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}
linear_attenuation = Math::db_to_linear(db_att);
for (Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
AudioServer::get_singleton()->set_playback_highshelf_params(playback, linear_attenuation, attenuation_filter_cutoff_hz);
}
// Bake in a constant factor here to allow the project setting defaults for 2d and 3d to be normalized to 1.0.
float tightness = cached_global_panning_strength * 2.0f;
tightness *= panning_strength;
_calc_output_vol(local_pos.normalized(), tightness, output_volume_vector);
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for (unsigned int k = 0; k < 4; k++) {
output_volume_vector.write[k] = multiplier * output_volume_vector[k];
}
HashMap<StringName, Vector<AudioFrame>> bus_volumes;
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if (area) {
if (area->is_overriding_audio_bus()) {
//override audio bus
bus_volumes[area->get_audio_bus_name()] = output_volume_vector;
}
if (area->is_using_reverb_bus()) {
StringName reverb_bus_name = area->get_reverb_bus_name();
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Vector<AudioFrame> reverb_vol;
_calc_reverb_vol(area, listener_area_pos, output_volume_vector, reverb_vol);
bus_volumes[reverb_bus_name] = reverb_vol;
}
} else {
bus_volumes[internal->bus] = output_volume_vector;
}
for (Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
AudioServer::get_singleton()->set_playback_bus_volumes_linear(playback, bus_volumes);
}
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if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
Vector3 listener_velocity;
if (listener_is_camera) {
listener_velocity = camera->get_doppler_tracked_velocity();
}
Vector3 local_velocity = listener_node->get_global_transform().orthonormalized().basis.xform_inv(linear_velocity - listener_velocity);
if (local_velocity != Vector3()) {
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float approaching = local_pos.normalized().dot(local_velocity.normalized());
float velocity = local_velocity.length();
float speed_of_sound = 343.0;
float doppler_pitch_scale = internal->pitch_scale * speed_of_sound / (speed_of_sound + velocity * approaching);
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doppler_pitch_scale = CLAMP(doppler_pitch_scale, (1 / 8.0), 8.0); //avoid crazy stuff
actual_pitch_scale = doppler_pitch_scale;
} else {
actual_pitch_scale = internal->pitch_scale;
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}
} else {
actual_pitch_scale = internal->pitch_scale;
}
for (Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
AudioServer::get_singleton()->set_playback_pitch_scale(playback, actual_pitch_scale);
}
}
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return output_volume_vector;
}
void AudioStreamPlayer3D::set_stream(Ref<AudioStream> p_stream) {
internal->set_stream(p_stream);
}
Ref<AudioStream> AudioStreamPlayer3D::get_stream() const {
return internal->stream;
}
void AudioStreamPlayer3D::set_volume_db(float p_volume) {
ERR_FAIL_COND_MSG(Math::is_nan(p_volume), "Volume can't be set to NaN.");
internal->volume_db = p_volume;
}
float AudioStreamPlayer3D::get_volume_db() const {
return internal->volume_db;
}
void AudioStreamPlayer3D::set_unit_size(float p_volume) {
unit_size = p_volume;
update_gizmos();
}
float AudioStreamPlayer3D::get_unit_size() const {
return unit_size;
}
void AudioStreamPlayer3D::set_max_db(float p_boost) {
max_db = p_boost;
}
float AudioStreamPlayer3D::get_max_db() const {
return max_db;
}
void AudioStreamPlayer3D::set_pitch_scale(float p_pitch_scale) {
internal->set_pitch_scale(p_pitch_scale);
}
float AudioStreamPlayer3D::get_pitch_scale() const {
return internal->pitch_scale;
}
void AudioStreamPlayer3D::play(float p_from_pos) {
Ref<AudioStreamPlayback> stream_playback = internal->play_basic();
if (stream_playback.is_null()) {
return;
}
setplayback = stream_playback;
setplay.set(p_from_pos);
}
void AudioStreamPlayer3D::seek(float p_seconds) {
if (is_playing()) {
stop();
play(p_seconds);
}
}
void AudioStreamPlayer3D::stop() {
setplay.set(-1);
internal->stop();
}
bool AudioStreamPlayer3D::is_playing() const {
if (setplay.get() >= 0) {
return true; // play() has been called this frame, but no playback exists just yet.
}
return internal->is_playing();
}
float AudioStreamPlayer3D::get_playback_position() {
return internal->get_playback_position();
}
void AudioStreamPlayer3D::set_bus(const StringName &p_bus) {
internal->bus = p_bus; // This will be pushed to the audio server during the next physics timestep, which is fast enough.
}
StringName AudioStreamPlayer3D::get_bus() const {
return internal->get_bus();
}
void AudioStreamPlayer3D::set_autoplay(bool p_enable) {
internal->autoplay = p_enable;
}
bool AudioStreamPlayer3D::is_autoplay_enabled() const {
return internal->autoplay;
}
void AudioStreamPlayer3D::_set_playing(bool p_enable) {
internal->set_playing(p_enable);
}
bool AudioStreamPlayer3D::_is_active() const {
return internal->is_active();
}
void AudioStreamPlayer3D::_validate_property(PropertyInfo &p_property) const {
internal->validate_property(p_property);
}
void AudioStreamPlayer3D::set_max_distance(float p_metres) {
ERR_FAIL_COND(p_metres < 0.0);
max_distance = p_metres;
update_gizmos();
}
float AudioStreamPlayer3D::get_max_distance() const {
return max_distance;
}
void AudioStreamPlayer3D::set_area_mask(uint32_t p_mask) {
area_mask = p_mask;
}
uint32_t AudioStreamPlayer3D::get_area_mask() const {
return area_mask;
}
void AudioStreamPlayer3D::set_emission_angle_enabled(bool p_enable) {
emission_angle_enabled = p_enable;
update_gizmos();
}
bool AudioStreamPlayer3D::is_emission_angle_enabled() const {
return emission_angle_enabled;
}
void AudioStreamPlayer3D::set_emission_angle(float p_angle) {
ERR_FAIL_COND(p_angle < 0 || p_angle > 90);
emission_angle = p_angle;
update_gizmos();
}
float AudioStreamPlayer3D::get_emission_angle() const {
return emission_angle;
}
void AudioStreamPlayer3D::set_emission_angle_filter_attenuation_db(float p_angle_attenuation_db) {
emission_angle_filter_attenuation_db = p_angle_attenuation_db;
}
float AudioStreamPlayer3D::get_emission_angle_filter_attenuation_db() const {
return emission_angle_filter_attenuation_db;
}
void AudioStreamPlayer3D::set_attenuation_filter_cutoff_hz(float p_hz) {
attenuation_filter_cutoff_hz = p_hz;
}
float AudioStreamPlayer3D::get_attenuation_filter_cutoff_hz() const {
return attenuation_filter_cutoff_hz;
}
void AudioStreamPlayer3D::set_attenuation_filter_db(float p_db) {
attenuation_filter_db = p_db;
}
float AudioStreamPlayer3D::get_attenuation_filter_db() const {
return attenuation_filter_db;
}
void AudioStreamPlayer3D::set_attenuation_model(AttenuationModel p_model) {
ERR_FAIL_INDEX((int)p_model, 4);
attenuation_model = p_model;
update_gizmos();
}
AudioStreamPlayer3D::AttenuationModel AudioStreamPlayer3D::get_attenuation_model() const {
return attenuation_model;
}
void AudioStreamPlayer3D::set_doppler_tracking(DopplerTracking p_tracking) {
if (doppler_tracking == p_tracking) {
return;
}
doppler_tracking = p_tracking;
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
set_notify_transform(true);
velocity_tracker->set_track_physics_step(doppler_tracking == DOPPLER_TRACKING_PHYSICS_STEP);
if (is_inside_tree()) {
velocity_tracker->reset(get_global_transform().origin);
}
} else {
set_notify_transform(false);
}
}
AudioStreamPlayer3D::DopplerTracking AudioStreamPlayer3D::get_doppler_tracking() const {
return doppler_tracking;
}
void AudioStreamPlayer3D::set_stream_paused(bool p_pause) {
internal->set_stream_paused(p_pause);
}
bool AudioStreamPlayer3D::get_stream_paused() const {
return internal->get_stream_paused();
}
bool AudioStreamPlayer3D::has_stream_playback() {
return internal->has_stream_playback();
}
Ref<AudioStreamPlayback> AudioStreamPlayer3D::get_stream_playback() {
return internal->get_stream_playback();
}
void AudioStreamPlayer3D::set_max_polyphony(int p_max_polyphony) {
internal->set_max_polyphony(p_max_polyphony);
}
int AudioStreamPlayer3D::get_max_polyphony() const {
return internal->max_polyphony;
}
void AudioStreamPlayer3D::set_panning_strength(float p_panning_strength) {
ERR_FAIL_COND_MSG(p_panning_strength < 0, "Panning strength must be a positive number.");
panning_strength = p_panning_strength;
}
float AudioStreamPlayer3D::get_panning_strength() const {
return panning_strength;
}
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-12-23 17:30:32 +01:00
bool AudioStreamPlayer3D::_set(const StringName &p_name, const Variant &p_value) {
return internal->set(p_name, p_value);
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-12-23 17:30:32 +01:00
}
bool AudioStreamPlayer3D::_get(const StringName &p_name, Variant &r_ret) const {
return internal->get(p_name, r_ret);
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-12-23 17:30:32 +01:00
}
void AudioStreamPlayer3D::_get_property_list(List<PropertyInfo> *p_list) const {
internal->get_property_list(p_list);
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-12-23 17:30:32 +01:00
}
void AudioStreamPlayer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_stream", "stream"), &AudioStreamPlayer3D::set_stream);
ClassDB::bind_method(D_METHOD("get_stream"), &AudioStreamPlayer3D::get_stream);
ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &AudioStreamPlayer3D::set_volume_db);
ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioStreamPlayer3D::get_volume_db);
ClassDB::bind_method(D_METHOD("set_unit_size", "unit_size"), &AudioStreamPlayer3D::set_unit_size);
ClassDB::bind_method(D_METHOD("get_unit_size"), &AudioStreamPlayer3D::get_unit_size);
ClassDB::bind_method(D_METHOD("set_max_db", "max_db"), &AudioStreamPlayer3D::set_max_db);
ClassDB::bind_method(D_METHOD("get_max_db"), &AudioStreamPlayer3D::get_max_db);
ClassDB::bind_method(D_METHOD("set_pitch_scale", "pitch_scale"), &AudioStreamPlayer3D::set_pitch_scale);
ClassDB::bind_method(D_METHOD("get_pitch_scale"), &AudioStreamPlayer3D::get_pitch_scale);
ClassDB::bind_method(D_METHOD("play", "from_position"), &AudioStreamPlayer3D::play, DEFVAL(0.0));
ClassDB::bind_method(D_METHOD("seek", "to_position"), &AudioStreamPlayer3D::seek);
ClassDB::bind_method(D_METHOD("stop"), &AudioStreamPlayer3D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AudioStreamPlayer3D::is_playing);
ClassDB::bind_method(D_METHOD("get_playback_position"), &AudioStreamPlayer3D::get_playback_position);
ClassDB::bind_method(D_METHOD("set_bus", "bus"), &AudioStreamPlayer3D::set_bus);
ClassDB::bind_method(D_METHOD("get_bus"), &AudioStreamPlayer3D::get_bus);
ClassDB::bind_method(D_METHOD("set_autoplay", "enable"), &AudioStreamPlayer3D::set_autoplay);
ClassDB::bind_method(D_METHOD("is_autoplay_enabled"), &AudioStreamPlayer3D::is_autoplay_enabled);
ClassDB::bind_method(D_METHOD("_set_playing", "enable"), &AudioStreamPlayer3D::_set_playing);
ClassDB::bind_method(D_METHOD("_is_active"), &AudioStreamPlayer3D::_is_active);
ClassDB::bind_method(D_METHOD("set_max_distance", "meters"), &AudioStreamPlayer3D::set_max_distance);
ClassDB::bind_method(D_METHOD("get_max_distance"), &AudioStreamPlayer3D::get_max_distance);
ClassDB::bind_method(D_METHOD("set_area_mask", "mask"), &AudioStreamPlayer3D::set_area_mask);
ClassDB::bind_method(D_METHOD("get_area_mask"), &AudioStreamPlayer3D::get_area_mask);
ClassDB::bind_method(D_METHOD("set_emission_angle", "degrees"), &AudioStreamPlayer3D::set_emission_angle);
ClassDB::bind_method(D_METHOD("get_emission_angle"), &AudioStreamPlayer3D::get_emission_angle);
ClassDB::bind_method(D_METHOD("set_emission_angle_enabled", "enabled"), &AudioStreamPlayer3D::set_emission_angle_enabled);
ClassDB::bind_method(D_METHOD("is_emission_angle_enabled"), &AudioStreamPlayer3D::is_emission_angle_enabled);
ClassDB::bind_method(D_METHOD("set_emission_angle_filter_attenuation_db", "db"), &AudioStreamPlayer3D::set_emission_angle_filter_attenuation_db);
ClassDB::bind_method(D_METHOD("get_emission_angle_filter_attenuation_db"), &AudioStreamPlayer3D::get_emission_angle_filter_attenuation_db);
ClassDB::bind_method(D_METHOD("set_attenuation_filter_cutoff_hz", "degrees"), &AudioStreamPlayer3D::set_attenuation_filter_cutoff_hz);
ClassDB::bind_method(D_METHOD("get_attenuation_filter_cutoff_hz"), &AudioStreamPlayer3D::get_attenuation_filter_cutoff_hz);
ClassDB::bind_method(D_METHOD("set_attenuation_filter_db", "db"), &AudioStreamPlayer3D::set_attenuation_filter_db);
ClassDB::bind_method(D_METHOD("get_attenuation_filter_db"), &AudioStreamPlayer3D::get_attenuation_filter_db);
ClassDB::bind_method(D_METHOD("set_attenuation_model", "model"), &AudioStreamPlayer3D::set_attenuation_model);
ClassDB::bind_method(D_METHOD("get_attenuation_model"), &AudioStreamPlayer3D::get_attenuation_model);
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &AudioStreamPlayer3D::set_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &AudioStreamPlayer3D::get_doppler_tracking);
ClassDB::bind_method(D_METHOD("set_stream_paused", "pause"), &AudioStreamPlayer3D::set_stream_paused);
ClassDB::bind_method(D_METHOD("get_stream_paused"), &AudioStreamPlayer3D::get_stream_paused);
ClassDB::bind_method(D_METHOD("set_max_polyphony", "max_polyphony"), &AudioStreamPlayer3D::set_max_polyphony);
ClassDB::bind_method(D_METHOD("get_max_polyphony"), &AudioStreamPlayer3D::get_max_polyphony);
ClassDB::bind_method(D_METHOD("set_panning_strength", "panning_strength"), &AudioStreamPlayer3D::set_panning_strength);
ClassDB::bind_method(D_METHOD("get_panning_strength"), &AudioStreamPlayer3D::get_panning_strength);
ClassDB::bind_method(D_METHOD("has_stream_playback"), &AudioStreamPlayer3D::has_stream_playback);
ClassDB::bind_method(D_METHOD("get_stream_playback"), &AudioStreamPlayer3D::get_stream_playback);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_stream", "get_stream");
ADD_PROPERTY(PropertyInfo(Variant::INT, "attenuation_model", PROPERTY_HINT_ENUM, "Inverse,Inverse Square,Logarithmic,Disabled"), "set_attenuation_model", "get_attenuation_model");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_db", PROPERTY_HINT_RANGE, "-80,80,suffix:dB"), "set_volume_db", "get_volume_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unit_size", PROPERTY_HINT_RANGE, "0.1,100,0.01,or_greater"), "set_unit_size", "get_unit_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_db", PROPERTY_HINT_RANGE, "-24,6,suffix:dB"), "set_max_db", "get_max_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pitch_scale", PROPERTY_HINT_RANGE, "0.01,4,0.01,or_greater"), "set_pitch_scale", "get_pitch_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "_set_playing", "is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoplay"), "set_autoplay", "is_autoplay_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stream_paused", PROPERTY_HINT_NONE, ""), "set_stream_paused", "get_stream_paused");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,or_greater,suffix:m"), "set_max_distance", "get_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_polyphony", PROPERTY_HINT_NONE, ""), "set_max_polyphony", "get_max_polyphony");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "panning_strength", PROPERTY_HINT_RANGE, "0,3,0.01,or_greater"), "set_panning_strength", "get_panning_strength");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bus", PROPERTY_HINT_ENUM, ""), "set_bus", "get_bus");
ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask");
ADD_GROUP("Emission Angle", "emission_angle");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emission_angle_enabled"), "set_emission_angle_enabled", "is_emission_angle_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_angle_degrees", PROPERTY_HINT_RANGE, "0.1,90,0.1,degrees"), "set_emission_angle", "get_emission_angle");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_angle_filter_attenuation_db", PROPERTY_HINT_RANGE, "-80,0,0.1,suffix:dB"), "set_emission_angle_filter_attenuation_db", "get_emission_angle_filter_attenuation_db");
ADD_GROUP("Attenuation Filter", "attenuation_filter_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1,suffix:Hz"), "set_attenuation_filter_cutoff_hz", "get_attenuation_filter_cutoff_hz");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_db", PROPERTY_HINT_RANGE, "-80,0,0.1,suffix:dB"), "set_attenuation_filter_db", "get_attenuation_filter_db");
ADD_GROUP("Doppler", "doppler_");
2017-10-21 16:28:08 +02:00
ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");
BIND_ENUM_CONSTANT(ATTENUATION_INVERSE_DISTANCE);
BIND_ENUM_CONSTANT(ATTENUATION_INVERSE_SQUARE_DISTANCE);
BIND_ENUM_CONSTANT(ATTENUATION_LOGARITHMIC);
BIND_ENUM_CONSTANT(ATTENUATION_DISABLED);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_DISABLED);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_IDLE_STEP);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_PHYSICS_STEP);
ADD_SIGNAL(MethodInfo("finished"));
}
AudioStreamPlayer3D::AudioStreamPlayer3D() {
internal = memnew(AudioStreamPlayerInternal(this, callable_mp(this, &AudioStreamPlayer3D::play), true));
velocity_tracker.instantiate();
set_disable_scale(true);
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cached_global_panning_strength = GLOBAL_GET("audio/general/3d_panning_strength");
}
AudioStreamPlayer3D::~AudioStreamPlayer3D() {
memdelete(internal);
}