virtualx-engine/servers/audio/audio_driver_dummy.cpp
reduz 5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00

150 lines
4.6 KiB
C++

/*************************************************************************/
/* audio_driver_dummy.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "audio_driver_dummy.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
AudioDriverDummy *AudioDriverDummy::singleton = nullptr;
Error AudioDriverDummy::init() {
active = false;
thread_exited = false;
exit_thread = false;
samples_in = nullptr;
if (mix_rate == -1) {
mix_rate = GLOBAL_GET("audio/driver/mix_rate");
}
channels = get_channels();
samples_in = memnew_arr(int32_t, (size_t)buffer_frames * channels);
if (use_threads) {
thread.start(AudioDriverDummy::thread_func, this);
}
return OK;
};
void AudioDriverDummy::thread_func(void *p_udata) {
AudioDriverDummy *ad = static_cast<AudioDriverDummy *>(p_udata);
uint64_t usdelay = (ad->buffer_frames / float(ad->mix_rate)) * 1000000;
while (!ad->exit_thread) {
if (ad->active) {
ad->lock();
ad->audio_server_process(ad->buffer_frames, ad->samples_in);
ad->unlock();
};
OS::get_singleton()->delay_usec(usdelay);
};
ad->thread_exited = true;
};
void AudioDriverDummy::start() {
active = true;
};
int AudioDriverDummy::get_mix_rate() const {
return mix_rate;
};
AudioDriver::SpeakerMode AudioDriverDummy::get_speaker_mode() const {
return speaker_mode;
};
void AudioDriverDummy::lock() {
mutex.lock();
};
void AudioDriverDummy::unlock() {
mutex.unlock();
};
void AudioDriverDummy::set_use_threads(bool p_use_threads) {
use_threads = p_use_threads;
}
void AudioDriverDummy::set_speaker_mode(SpeakerMode p_mode) {
speaker_mode = p_mode;
}
void AudioDriverDummy::set_mix_rate(int p_rate) {
mix_rate = p_rate;
}
uint32_t AudioDriverDummy::get_channels() const {
static const int channels_for_mode[4] = { 2, 4, 8, 16 };
return channels_for_mode[speaker_mode];
}
void AudioDriverDummy::mix_audio(int p_frames, int32_t *p_buffer) {
ERR_FAIL_COND(!active); // If not active, should not mix.
ERR_FAIL_COND(use_threads == true); // If using threads, this will not work well.
uint32_t todo = p_frames;
while (todo) {
uint32_t to_mix = MIN(buffer_frames, todo);
lock();
audio_server_process(to_mix, samples_in);
unlock();
uint32_t total_samples = to_mix * channels;
for (uint32_t i = 0; i < total_samples; i++) {
p_buffer[i] = samples_in[i];
}
todo -= to_mix;
p_buffer += total_samples;
}
}
void AudioDriverDummy::finish() {
if (use_threads) {
exit_thread = true;
thread.wait_to_finish();
}
if (samples_in) {
memdelete_arr(samples_in);
};
}
AudioDriverDummy::AudioDriverDummy() {
singleton = this;
}