virtualx-engine/scene/audio/audio_stream_player.h
Juan Linietsky a40fe16866 Implement audio stream playback parameters.
Implements a way for audio stream playback to be configured via parameters
directly in the edited AudioStreamPlayer[2D/3D].

Currently, configuring the playback stream is not possible (or is sometimes hacky
as the user has to obtain the currently played stream, which is not always immediately available).

This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3).
But the idea is that it can do a lot more:

* If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance.
* For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before.
* For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters.

In any case, this PR is required to complete #64488.

Update modules/vorbis/audio_stream_ogg_vorbis.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update modules/minimp3/audio_stream_mp3.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update modules/minimp3/audio_stream_mp3.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update modules/vorbis/audio_stream_ogg_vorbis.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update doc/classes/AudioStream.xml

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-01-16 10:31:52 +01:00

128 lines
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/**************************************************************************/
/* 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<Ref<AudioStreamPlayback>> stream_playbacks;
Ref<AudioStream> 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 _set_playing(bool p_enable);
bool _is_active() const;
void _on_bus_layout_changed();
void _on_bus_renamed(int p_bus_index, const StringName &p_old_name, const StringName &p_new_name);
Vector<AudioFrame> _get_volume_vector();
struct ParameterData {
StringName path;
Variant value;
};
HashMap<StringName, ParameterData> playback_parameters;
void _update_stream_parameters();
protected:
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void set_stream(Ref<AudioStream> p_stream);
Ref<AudioStream> 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<AudioStreamPlayback> get_stream_playback();
AudioStreamPlayer();
~AudioStreamPlayer();
};
VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget)
#endif // AUDIO_STREAM_PLAYER_H