virtualx-engine/servers/audio/audio_stream.h
Juan Linietsky 2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00

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5.1 KiB
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/*************************************************************************/
/* audio_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_H
#define AUDIO_STREAM_H
#include "resource.h"
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio_server.h"
class AudioStreamPlayback : public Reference {
GDCLASS(AudioStreamPlayback, Reference)
public:
virtual void start(float p_from_pos = 0.0) = 0;
virtual void stop() = 0;
virtual bool is_playing() const = 0;
virtual int get_loop_count() const = 0; //times it looped
virtual float get_pos() const = 0;
virtual void seek_pos(float p_time) = 0;
virtual void mix(AudioFrame *p_bufer, float p_rate_scale, int p_frames) = 0;
virtual float get_length() const = 0; //if supported, otherwise return 0
};
class AudioStreamPlaybackResampled : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackResampled, AudioStreamPlayback)
enum {
FP_BITS = 16, //fixed point used for resampling
FP_LEN = (1 << FP_BITS),
FP_MASK = FP_LEN - 1,
INTERNAL_BUFFER_LEN = 256,
CUBIC_INTERP_HISTORY = 4
};
AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
uint64_t mix_offset;
protected:
void _begin_resample();
virtual void _mix_internal(AudioFrame *p_bufer, int p_frames) = 0;
virtual float get_stream_sampling_rate() = 0;
public:
virtual void mix(AudioFrame *p_bufer, float p_rate_scale, int p_frames);
AudioStreamPlaybackResampled() { mix_offset = 0; }
};
class AudioStream : public Resource {
GDCLASS(AudioStream, Resource)
OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
public:
virtual Ref<AudioStreamPlayback> instance_playback() = 0;
virtual String get_stream_name() const = 0;
};
class AudioStreamPlaybackRandomPitch;
class AudioStreamRandomPitch : public AudioStream {
GDCLASS(AudioStreamRandomPitch, AudioStream)
friend class AudioStreamPlaybackRandomPitch;
Set<AudioStreamPlaybackRandomPitch *> playbacks;
Ref<AudioStream> audio_stream;
float random_pitch;
protected:
static void _bind_methods();
public:
void set_audio_stream(const Ref<AudioStream> &audio_stream);
Ref<AudioStream> get_audio_stream() const;
void set_random_pitch(float p_pitch);
float get_random_pitch() const;
virtual Ref<AudioStreamPlayback> instance_playback();
virtual String get_stream_name() const;
AudioStreamRandomPitch();
};
class AudioStreamPlaybackRandomPitch : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackRandomPitch, AudioStreamPlayback)
friend class AudioStreamRandomPitch;
Ref<AudioStreamRandomPitch> random_pitch;
Ref<AudioStreamPlayback> playback;
Ref<AudioStreamPlayback> playing;
float pitch_scale;
public:
virtual void start(float p_from_pos = 0.0);
virtual void stop();
virtual bool is_playing() const;
virtual int get_loop_count() const; //times it looped
virtual float get_pos() const;
virtual void seek_pos(float p_time);
virtual void mix(AudioFrame *p_bufer, float p_rate_scale, int p_frames);
virtual float get_length() const; //if supported, otherwise return 0
~AudioStreamPlaybackRandomPitch();
};
#endif // AUDIO_STREAM_H