c7bc44d5ad
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!
117 lines
3.8 KiB
C++
117 lines
3.8 KiB
C++
/*************************************************************************/
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/* gibberish_stream.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 GIBBERISH_STREAM_H
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#define GIBBERISH_STREAM_H
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//TODO: This class needs to be adapted to the new AudioStream API,
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// or dropped if nobody cares about fixing it :) (GH-3307)
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#if 0
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#include "scene/resources/audio_stream.h"
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#include "scene/resources/sample_library.h"
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class AudioStreamGibberish : public AudioStream {
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OBJ_TYPE( AudioStreamGibberish, AudioStream );
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enum {
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FP_BITS = 12,
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FP_LEN = (1<<12),
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};
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bool active;
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bool paused;
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float xfade_time;
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float pitch_scale;
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float pitch_random_scale;
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Vector<Ref<Sample> > _samples;
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Vector<int> _rand_pool;
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int rand_idx;
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_FORCE_INLINE_ int randomize();
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struct Playback {
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int idx;
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uint64_t fp_pos;
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float scale;
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};
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Playback playback[2];
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int active_voices;
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Ref<SampleLibrary> phonemes;
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protected:
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virtual int get_channel_count() const;
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virtual bool mix(int32_t *p_buffer, int p_frames);
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static void _bind_methods();
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public:
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void set_phonemes(const Ref<SampleLibrary>& p_phonemes);
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Ref<SampleLibrary> get_phonemes() const;
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virtual void play();
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virtual void stop();
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virtual bool is_playing() const;
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virtual void set_paused(bool p_paused);
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virtual bool is_paused(bool p_paused) const;
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virtual void set_loop(bool p_enable);
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virtual bool has_loop() const;
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virtual float get_length() const;
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virtual String get_stream_name() const;
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virtual int get_loop_count() const;
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virtual float get_pos() const;
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virtual void seek_pos(float p_time);
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virtual UpdateMode get_update_mode() const;
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virtual void update();
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void set_xfade_time(float p_xfade);
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float get_xfade_time() const;
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void set_pitch_scale(float p_scale);
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float get_pitch_scale() const;
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void set_pitch_random_scale(float p_random_scale);
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float get_pitch_random_scale() const;
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AudioStreamGibberish();
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};
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#endif
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#endif // GIBBERISH_STREAM_H
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