virtualx-engine/scene/3d/audio_stream_player_3d.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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6.7 KiB
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/*************************************************************************/
/* audio_stream_player_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_3D_H
#define AUDIO_STREAM_PLAYER_3D_H
#include "scene/3d/spatial.h"
#include "scene/3d/spatial_velocity_tracker.h"
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio/audio_stream.h"
#include "servers/audio_server.h"
class Camera;
class AudioStreamPlayer3D : public Spatial {
GDCLASS(AudioStreamPlayer3D, Spatial);
public:
enum AttenuationModel {
ATTENUATION_INVERSE_DISTANCE,
ATTENUATION_INVERSE_SQUARE_DISTANCE,
ATTENUATION_LOGARITHMIC,
ATTENUATION_DISABLED,
};
enum OutOfRangeMode {
OUT_OF_RANGE_MIX,
OUT_OF_RANGE_PAUSE,
};
enum DopplerTracking {
DOPPLER_TRACKING_DISABLED,
DOPPLER_TRACKING_IDLE_STEP,
DOPPLER_TRACKING_PHYSICS_STEP
};
private:
enum {
MAX_OUTPUTS = 8,
MAX_INTERSECT_AREAS = 32
};
struct Output {
AudioFilterSW filter;
AudioFilterSW::Processor filter_process[8];
AudioFrame vol[4];
float filter_gain;
float pitch_scale;
int bus_index;
int reverb_bus_index;
AudioFrame reverb_vol[4];
Viewport *viewport; //pointer only used for reference to previous mix
Output() {
filter_gain = 0;
viewport = NULL;
reverb_bus_index = -1;
bus_index = -1;
}
};
Output outputs[MAX_OUTPUTS];
volatile int output_count;
volatile bool output_ready;
//these are used by audio thread to have a reference of previous volumes (for ramping volume and avoiding clicks)
Output prev_outputs[MAX_OUTPUTS];
int prev_output_count;
Ref<AudioStreamPlayback> stream_playback;
Ref<AudioStream> stream;
Vector<AudioFrame> mix_buffer;
volatile float setseek;
volatile bool active;
volatile float setplay;
AttenuationModel attenuation_model;
float unit_db;
float unit_size;
float max_db;
float pitch_scale;
bool autoplay;
bool stream_paused;
bool stream_paused_fade_in;
bool stream_paused_fade_out;
StringName bus;
static void _calc_output_vol(const Vector3 &source_dir, real_t tightness, Output &output);
void _mix_audio();
static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer3D *>(self)->_mix_audio(); }
void _set_playing(bool p_enable);
bool _is_active() const;
void _bus_layout_changed();
uint32_t area_mask;
bool emission_angle_enabled;
float emission_angle;
float emission_angle_filter_attenuation_db;
float attenuation_filter_cutoff_hz;
float attenuation_filter_db;
float max_distance;
Ref<SpatialVelocityTracker> velocity_tracker;
DopplerTracking doppler_tracking;
OutOfRangeMode out_of_range_mode;
float _get_attenuation_db(float p_distance) const;
protected:
void _validate_property(PropertyInfo &property) const;
void _notification(int p_what);
static void _bind_methods();
public:
void set_stream(Ref<AudioStream> p_stream);
Ref<AudioStream> get_stream() const;
void set_unit_db(float p_volume);
float get_unit_db() const;
void set_unit_size(float p_volume);
float get_unit_size() const;
void set_max_db(float p_boost);
float get_max_db() const;
void set_pitch_scale(float p_pitch_scale);
float get_pitch_scale() 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_max_distance(float p_metres);
float get_max_distance() const;
void set_area_mask(uint32_t p_mask);
uint32_t get_area_mask() const;
void set_emission_angle_enabled(bool p_enable);
bool is_emission_angle_enabled() const;
void set_emission_angle(float p_angle);
float get_emission_angle() const;
void set_emission_angle_filter_attenuation_db(float p_angle_attenuation_db);
float get_emission_angle_filter_attenuation_db() const;
void set_attenuation_filter_cutoff_hz(float p_hz);
float get_attenuation_filter_cutoff_hz() const;
void set_attenuation_filter_db(float p_db);
float get_attenuation_filter_db() const;
void set_attenuation_model(AttenuationModel p_model);
AttenuationModel get_attenuation_model() const;
void set_out_of_range_mode(OutOfRangeMode p_mode);
OutOfRangeMode get_out_of_range_mode() const;
void set_doppler_tracking(DopplerTracking p_tracking);
DopplerTracking get_doppler_tracking() const;
void set_stream_paused(bool p_pause);
bool get_stream_paused() const;
Ref<AudioStreamPlayback> get_stream_playback();
AudioStreamPlayer3D();
~AudioStreamPlayer3D();
};
VARIANT_ENUM_CAST(AudioStreamPlayer3D::AttenuationModel)
VARIANT_ENUM_CAST(AudioStreamPlayer3D::OutOfRangeMode)
VARIANT_ENUM_CAST(AudioStreamPlayer3D::DopplerTracking)
#endif // AUDIO_STREAM_PLAYER_3D_H