a627cdafc5
Happy new year to the wonderful Godot community!
110 lines
3.9 KiB
C++
110 lines
3.9 KiB
C++
/*************************************************************************/
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/* audio_stream_mp3.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_MP3_H
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#define AUDIO_STREAM_MP3_H
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#include "core/io/resource_loader.h"
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#include "servers/audio/audio_stream.h"
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#include "minimp3_ex.h"
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class AudioStreamMP3;
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class AudioStreamPlaybackMP3 : public AudioStreamPlaybackResampled {
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GDCLASS(AudioStreamPlaybackMP3, AudioStreamPlaybackResampled);
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mp3dec_ex_t *mp3d = nullptr;
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uint32_t frames_mixed = 0;
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bool active = false;
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int loops = 0;
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friend class AudioStreamMP3;
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Ref<AudioStreamMP3> mp3_stream;
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protected:
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virtual void _mix_internal(AudioFrame *p_buffer, int p_frames);
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virtual float get_stream_sampling_rate();
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public:
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virtual void start(float p_from_pos = 0.0);
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virtual void stop();
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virtual bool is_playing() const;
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virtual int get_loop_count() const; //times it looped
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virtual float get_playback_position() const;
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virtual void seek(float p_time);
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AudioStreamPlaybackMP3() {}
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~AudioStreamPlaybackMP3();
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};
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class AudioStreamMP3 : public AudioStream {
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GDCLASS(AudioStreamMP3, AudioStream);
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OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
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RES_BASE_EXTENSION("mp3str");
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friend class AudioStreamPlaybackMP3;
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void *data = nullptr;
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uint32_t data_len = 0;
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float sample_rate = 1;
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int channels = 1;
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float length = 0;
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bool loop = false;
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float loop_offset = 0;
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void clear_data();
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protected:
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static void _bind_methods();
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public:
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void set_loop(bool p_enable);
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bool has_loop() const;
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void set_loop_offset(float p_seconds);
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float get_loop_offset() const;
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virtual Ref<AudioStreamPlayback> instance_playback();
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virtual String get_stream_name() const;
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void set_data(const PoolVector<uint8_t> &p_data);
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PoolVector<uint8_t> get_data() const;
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virtual float get_length() const;
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AudioStreamMP3();
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virtual ~AudioStreamMP3();
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};
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#endif // AUDIO_STREAM_MP3_H
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