/**************************************************************************/ /* audio_stream_player.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_H #define AUDIO_STREAM_PLAYER_H #include "core/templates/safe_refcount.h" #include "scene/main/node.h" #include "scene/scene_string_names.h" #include "servers/audio/audio_stream.h" class AudioStreamPlayer : public Node { GDCLASS(AudioStreamPlayer, Node); public: enum MixTarget { MIX_TARGET_STEREO, MIX_TARGET_SURROUND, MIX_TARGET_CENTER }; private: Vector> stream_playbacks; Ref stream; SafeFlag active; float pitch_scale = 1.0; float volume_db = 0.0; bool autoplay = false; StringName bus = SceneStringNames::get_singleton()->Master; int max_polyphony = 1; MixTarget mix_target = MIX_TARGET_STEREO; void _mix_internal(bool p_fadeout); void _mix_audio(); static void _mix_audios(void *self) { reinterpret_cast(self)->_mix_audio(); } void _set_playing(bool p_enable); bool _is_active() const; void _bus_layout_changed(); void _mix_to_bus(const AudioFrame *p_frames, int p_amount); Vector _get_volume_vector(); protected: void _validate_property(PropertyInfo &p_property) const; void _notification(int p_what); static void _bind_methods(); public: void set_stream(Ref p_stream); Ref get_stream() const; void set_volume_db(float p_volume); float get_volume_db() const; void set_pitch_scale(float p_pitch_scale); float get_pitch_scale() const; void set_max_polyphony(int p_max_polyphony); int get_max_polyphony() const; void play(float p_from_pos = 0.0); void seek(float p_seconds); void stop(); bool is_playing() const; float get_playback_position(); void set_bus(const StringName &p_bus); StringName get_bus() const; void set_autoplay(bool p_enable); bool is_autoplay_enabled(); void set_mix_target(MixTarget p_target); MixTarget get_mix_target() const; void set_stream_paused(bool p_pause); bool get_stream_paused() const; bool has_stream_playback(); Ref get_stream_playback(); AudioStreamPlayer(); ~AudioStreamPlayer(); }; VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget) #endif // AUDIO_STREAM_PLAYER_H