d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
265 lines
7.7 KiB
C++
265 lines
7.7 KiB
C++
/*************************************************************************/
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/* spatial_sound_2d_server_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 SPATIAL_SOUND_2D_SERVER_SW_H
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#define SPATIAL_SOUND_2D_SERVER_SW_H
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#include "servers/spatial_sound_2d_server.h"
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#include "os/thread_safe.h"
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class SpatialSound2DServerSW : public SpatialSound2DServer {
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OBJ_TYPE(SpatialSound2DServerSW,SpatialSound2DServer);
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_THREAD_SAFE_CLASS_
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enum {
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INTERNAL_BUFFER_SIZE=4096,
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INTERNAL_BUFFER_MAX_CHANNELS=4,
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VOICE_IS_STREAM=-1
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};
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struct InternalAudioStream : public AudioServer::AudioStream {
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::SpatialSound2DServerSW *owner;
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virtual int get_channel_count() const;
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virtual void set_mix_rate(int p_rate); //notify the stream of the mix rate
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virtual bool mix(int32_t *p_buffer,int p_frames);
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virtual void update();
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};
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InternalAudioStream *internal_audio_stream;
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RID internal_audio_stream_rid;
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int32_t *internal_buffer;
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int internal_buffer_channels;
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bool internal_buffer_mix(int32_t *p_buffer,int p_frames);
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struct Room;
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struct Space {
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RID default_room;
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Set<RID> rooms;
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Set<RID> sources;
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Set<RID> listeners;
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//Octree<Room> octree;
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};
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mutable RID_Owner<Space> space_owner;
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struct Room {
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RID space;
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Matrix32 transform;
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Matrix32 inverse_transform;
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DVector<Point2> bounds;
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RoomReverb reverb;
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float params[ROOM_PARAM_MAX];
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bool override_other_sources;
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//OctreeElementID octree_id;
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int level;
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Room();
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};
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mutable RID_Owner<Room> room_owner;
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struct Source {
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struct Voice {
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RID voice_rid;
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RID sample_rid;
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bool active;
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bool restart;
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float pitch_scale;
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float volume_scale;
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int sample_mix_rate;
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float last_volume;
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float last_filter_gain;
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float last_filter_cutoff;
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Vector2 last_panning;
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int last_mix_rate;
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RoomReverb last_reverb_room;
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float last_reverb_send;
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Voice();
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~Voice();
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};
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struct StreamData {
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Vector2 panning;
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RoomReverb reverb;
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float reverb_send;
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float volume;
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float filter_gain;
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float filter_cutoff;
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struct FilterState {
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float ha[2];
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float hb[2];
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} filter_state[4];
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StreamData() {
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reverb_send=0;
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reverb=ROOM_REVERB_HALL;
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volume=1.0;
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filter_gain=1;
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filter_cutoff=5000;
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}
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} stream_data;
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RID space;
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Matrix32 transform;
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float params[SOURCE_PARAM_MAX];
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AudioServer::AudioStream *stream;
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Vector<Voice> voices;
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int last_voice;
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Source();
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};
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mutable RID_Owner<Source> source_owner;
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struct Listener {
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RID space;
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Matrix32 transform;
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float params[LISTENER_PARAM_MAX];
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Listener();
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};
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mutable RID_Owner<Listener> listener_owner;
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struct ActiveVoice {
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Source *source;
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int voice;
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bool operator<(const ActiveVoice& p_voice) const { return (voice==p_voice.voice)?(source<p_voice.source):(voice<p_voice.voice); }
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ActiveVoice(Source *p_source=NULL,int p_voice=0) { source=p_source; voice=p_voice; }
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};
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// Room *cull_rooms[MAX_CULL_ROOMS];
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Set<Source*> streaming_sources;
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Set<ActiveVoice> active_voices;
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void _clean_up_owner(RID_OwnerBase *p_owner, const char *p_area);
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void _update_sources();
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public:
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/* SPACE */
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virtual RID space_create();
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/* ROOM */
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virtual RID room_create();
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virtual void room_set_space(RID p_room,RID p_space);
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virtual RID room_get_space(RID p_room) const;
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virtual void room_set_bounds(RID p_room, const DVector<Point2>& p_bounds);
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virtual DVector<Point2> room_get_bounds(RID p_room) const;
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virtual void room_set_transform(RID p_room, const Matrix32& p_transform);
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virtual Matrix32 room_get_transform(RID p_room) const;
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virtual void room_set_param(RID p_room, RoomParam p_param, float p_value);
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virtual float room_get_param(RID p_room, RoomParam p_param) const;
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virtual void room_set_level(RID p_room, int p_level);
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virtual int room_get_level(RID p_room) const;
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virtual void room_set_reverb(RID p_room, RoomReverb p_reverb);
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virtual RoomReverb room_get_reverb(RID p_room) const;
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//useful for underwater or rooms with very strange conditions
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virtual void room_set_force_params_to_all_sources(RID p_room, bool p_force);
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virtual bool room_is_forcing_params_to_all_sources(RID p_room) const;
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/* SOURCE */
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virtual RID source_create(RID p_space);
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virtual void source_set_polyphony(RID p_source,int p_voice_count);
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virtual int source_get_polyphony(RID p_source) const;
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virtual void source_set_transform(RID p_source, const Matrix32& p_transform);
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virtual Matrix32 source_get_transform(RID p_source) const;
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virtual void source_set_param(RID p_source, SourceParam p_param, float p_value);
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virtual float source_get_param(RID p_source, SourceParam p_param) const;
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virtual void source_set_audio_stream(RID p_source, AudioServer::AudioStream *p_stream); //null to unset
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virtual SourceVoiceID source_play_sample(RID p_source, RID p_sample, int p_mix_rate, int p_voice=SOURCE_NEXT_VOICE);
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/* VOICES */
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virtual void source_voice_set_pitch_scale(RID p_source, SourceVoiceID p_voice, float p_pitch_scale);
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virtual void source_voice_set_volume_scale_db(RID p_source, SourceVoiceID p_voice, float p_volume);
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virtual bool source_is_voice_active(RID p_source, SourceVoiceID p_voice) const;
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virtual void source_stop_voice(RID p_source, SourceVoiceID p_voice);
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/* LISTENER */
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virtual RID listener_create();
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virtual void listener_set_space(RID p_listener, RID p_space);
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virtual void listener_set_transform(RID p_listener, const Matrix32& p_transform);
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virtual Matrix32 listener_get_transform(RID p_listener) const;
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virtual void listener_set_param(RID p_listener, ListenerParam p_param, float p_value);
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virtual float listener_get_param(RID p_listener, ListenerParam p_param) const;
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/* MISC */
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virtual void free(RID p_id);
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virtual void init();
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virtual void update(float p_delta);
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virtual void finish();
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SpatialSound2DServerSW();
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};
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#endif // SPATIAL_SOUND_2D_SERVER_SW_H
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