#ifndef AUDIO_STREAM_PLAYER_2D_H #define AUDIO_STREAM_PLAYER_2D_H #include "scene/2d/node_2d.h" #include "servers/audio/audio_stream.h" #include "servers/audio_server.h" class AudioStreamPlayer2D : public Node2D { GDCLASS(AudioStreamPlayer2D, Node2D) private: enum { MAX_OUTPUTS = 8, MAX_INTERSECT_AREAS = 32 }; struct Output { AudioFrame vol; int bus_index; Viewport *viewport; //pointer only used for reference to previous mix }; 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 stream_playback; Ref stream; Vector mix_buffer; volatile float setseek; volatile bool active; volatile float setplay; float volume_db; bool autoplay; StringName bus; void _mix_audio(); static void _mix_audios(void *self) { reinterpret_cast(self)->_mix_audio(); } void _set_playing(bool p_enable); bool _is_active() const; void _bus_layout_changed(); uint32_t area_mask; float max_distance; float attenuation; protected: void _validate_property(PropertyInfo &property) const; void _notification(int p_what); static void _bind_methods(); public: void set_stream(Ref p_stream); Ref get_stream() const; void set_volume_db(float p_volume); float get_volume_db() const; void play(float p_from_pos = 0.0); void seek(float p_seconds); void stop(); bool is_playing() const; float get_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_pixels); float get_max_distance() const; void set_attenuation(float p_curve); float get_attenuation() const; void set_area_mask(uint32_t p_mask); uint32_t get_area_mask() const; AudioStreamPlayer2D(); ~AudioStreamPlayer2D(); }; #endif