116 lines
4.6 KiB
C++
116 lines
4.6 KiB
C++
/**************************************************************************/
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/* audio_stream_player_internal.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_INTERNAL_H
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#define AUDIO_STREAM_PLAYER_INTERNAL_H
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#include "core/object/ref_counted.h"
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#include "core/templates/safe_refcount.h"
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#include "servers/audio_server.h"
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class AudioStream;
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class AudioStreamPlayback;
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class AudioSamplePlayback;
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class Node;
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class AudioStreamPlayerInternal : public Object {
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GDCLASS(AudioStreamPlayerInternal, Object);
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private:
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struct ParameterData {
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StringName path;
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Variant value;
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};
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static inline const String PARAM_PREFIX = "parameters/";
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Node *node = nullptr;
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Callable play_callable;
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bool physical = false;
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AudioServer::PlaybackType playback_type = AudioServer::PlaybackType::PLAYBACK_TYPE_DEFAULT;
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HashMap<StringName, ParameterData> playback_parameters;
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void _set_process(bool p_enabled);
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void _update_stream_parameters();
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_FORCE_INLINE_ bool _is_sample() {
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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;
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}
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public:
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Vector<Ref<AudioStreamPlayback>> stream_playbacks;
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Ref<AudioStream> stream;
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SafeFlag active;
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float pitch_scale = 1.0;
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float volume_db = 0.0;
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bool autoplay = false;
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StringName bus;
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int max_polyphony = 1;
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void process();
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void ensure_playback_limit();
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void notification(int p_what);
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void validate_property(PropertyInfo &p_property) const;
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bool set(const StringName &p_name, const Variant &p_value);
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bool get(const StringName &p_name, Variant &r_ret) const;
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void get_property_list(List<PropertyInfo> *p_list) const;
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void set_stream(Ref<AudioStream> p_stream);
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void set_pitch_scale(float p_pitch_scale);
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void set_max_polyphony(int p_max_polyphony);
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StringName get_bus() const;
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Ref<AudioStreamPlayback> play_basic();
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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_playing(bool p_enable);
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bool is_active() 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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bool has_stream_playback();
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Ref<AudioStreamPlayback> get_stream_playback();
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void set_playback_type(AudioServer::PlaybackType p_playback_type);
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AudioServer::PlaybackType get_playback_type() const;
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AudioStreamPlayerInternal(Node *p_node, const Callable &p_play_callable, bool p_physical);
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};
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#endif // AUDIO_STREAM_PLAYER_INTERNAL_H
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