virtualx-engine/scene/resources/sample.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

108 lines
3.3 KiB
C++

/*************************************************************************/
/* sample.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 SAMPLE_H
#define SAMPLE_H
#include "servers/audio_server.h"
#include "resource.h"
class Sample : public Resource {
OBJ_TYPE(Sample, Resource );
RES_BASE_EXTENSION("smp");
public:
enum Format {
FORMAT_PCM8,
FORMAT_PCM16,
FORMAT_IMA_ADPCM
};
enum LoopFormat {
LOOP_NONE,
LOOP_FORWARD,
LOOP_PING_PONG // not supported in every platform
};
private:
Format format;
int length;
bool stereo;
LoopFormat loop_format;
int loop_begin;
int loop_end;
int mix_rate;
RID sample;
void _set_data(const Dictionary& p_data);
Dictionary _get_data() const;
protected:
static void _bind_methods();
public:
void create(Format p_format, bool p_stereo, int p_length);
Format get_format() const;
bool is_stereo() const;
int get_length() const;
void set_data(const DVector<uint8_t>& p_buffer);
DVector<uint8_t> get_data() const;
void set_mix_rate(int p_rate);
int get_mix_rate() const;
void set_loop_format(LoopFormat p_format);
LoopFormat get_loop_format() const;
void set_loop_begin(int p_pos);
int get_loop_begin() const;
void set_loop_end(int p_pos);
int get_loop_end() const;
virtual RID get_rid() const;
Sample();
~Sample();
};
VARIANT_ENUM_CAST( Sample::Format );
VARIANT_ENUM_CAST( Sample::LoopFormat );
#endif // SAMPLE_H