d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
108 lines
3.3 KiB
C++
108 lines
3.3 KiB
C++
/*************************************************************************/
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/* sample.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 SAMPLE_H
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#define SAMPLE_H
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#include "servers/audio_server.h"
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#include "resource.h"
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class Sample : public Resource {
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OBJ_TYPE(Sample, Resource );
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RES_BASE_EXTENSION("smp");
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public:
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enum Format {
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FORMAT_PCM8,
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FORMAT_PCM16,
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FORMAT_IMA_ADPCM
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};
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enum LoopFormat {
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LOOP_NONE,
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LOOP_FORWARD,
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LOOP_PING_PONG // not supported in every platform
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};
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private:
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Format format;
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int length;
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bool stereo;
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LoopFormat loop_format;
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int loop_begin;
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int loop_end;
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int mix_rate;
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RID sample;
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void _set_data(const Dictionary& p_data);
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Dictionary _get_data() const;
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protected:
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static void _bind_methods();
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public:
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void create(Format p_format, bool p_stereo, int p_length);
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Format get_format() const;
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bool is_stereo() const;
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int get_length() const;
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void set_data(const DVector<uint8_t>& p_buffer);
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DVector<uint8_t> get_data() const;
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void set_mix_rate(int p_rate);
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int get_mix_rate() const;
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void set_loop_format(LoopFormat p_format);
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LoopFormat get_loop_format() const;
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void set_loop_begin(int p_pos);
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int get_loop_begin() const;
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void set_loop_end(int p_pos);
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int get_loop_end() const;
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virtual RID get_rid() const;
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Sample();
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~Sample();
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};
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VARIANT_ENUM_CAST( Sample::Format );
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VARIANT_ENUM_CAST( Sample::LoopFormat );
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#endif // SAMPLE_H
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