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Happy new year to the wonderful Godot community!
108 lines
4 KiB
C++
108 lines
4 KiB
C++
/*************************************************************************/
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/* audio_effect_record.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 AUDIOEFFECTRECORD_H
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#define AUDIOEFFECTRECORD_H
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#include "core/io/marshalls.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/os/thread.h"
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#include "editor/import/resource_importer_wav.h"
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#include "scene/resources/audio_stream_sample.h"
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#include "servers/audio/audio_effect.h"
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#include "servers/audio_server.h"
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class AudioEffectRecord;
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class AudioEffectRecordInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectRecordInstance, AudioEffectInstance);
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friend class AudioEffectRecord;
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Ref<AudioEffectRecord> base;
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bool is_recording;
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Thread io_thread;
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bool thread_active;
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Vector<AudioFrame> ring_buffer;
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Vector<float> recording_data;
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unsigned int ring_buffer_pos;
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unsigned int ring_buffer_mask;
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unsigned int ring_buffer_read_pos;
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void _io_thread_process();
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void _io_store_buffer();
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static void _thread_callback(void *_instance);
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void _update_buffer();
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static void _update(void *userdata);
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public:
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void init();
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void finish();
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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virtual bool process_silence() const;
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AudioEffectRecordInstance() :
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thread_active(false) {}
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~AudioEffectRecordInstance();
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};
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class AudioEffectRecord : public AudioEffect {
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GDCLASS(AudioEffectRecord, AudioEffect);
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friend class AudioEffectRecordInstance;
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enum {
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IO_BUFFER_SIZE_MS = 1500
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};
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bool recording_active;
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Ref<AudioEffectRecordInstance> current_instance;
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AudioStreamSample::Format format;
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void ensure_thread_stopped();
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protected:
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static void _bind_methods();
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public:
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Ref<AudioEffectInstance> instance();
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void set_recording_active(bool p_record);
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bool is_recording_active() const;
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void set_format(AudioStreamSample::Format p_format);
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AudioStreamSample::Format get_format() const;
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Ref<AudioStreamSample> get_recording() const;
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AudioEffectRecord();
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};
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#endif // AUDIOEFFECTRECORD_H
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