/*************************************************************************/ /* audio_stream_player_3d.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef AUDIO_STREAM_PLAYER_3D_H #define AUDIO_STREAM_PLAYER_3D_H #include "core/os/mutex.h" #include "scene/3d/area_3d.h" #include "scene/3d/node_3d.h" #include "scene/3d/velocity_tracker_3d.h" #include "servers/audio/audio_filter_sw.h" #include "servers/audio/audio_stream.h" #include "servers/audio_server.h" class Camera3D; class AudioStreamPlayer3D : public Node3D { GDCLASS(AudioStreamPlayer3D, Node3D); public: enum AttenuationModel { ATTENUATION_INVERSE_DISTANCE, ATTENUATION_INVERSE_SQUARE_DISTANCE, ATTENUATION_LOGARITHMIC, ATTENUATION_DISABLED, }; enum DopplerTracking { DOPPLER_TRACKING_DISABLED, DOPPLER_TRACKING_IDLE_STEP, DOPPLER_TRACKING_PHYSICS_STEP }; private: enum { MAX_OUTPUTS = 8, MAX_INTERSECT_AREAS = 32 }; Vector<Ref<AudioStreamPlayback>> stream_playbacks; Ref<AudioStream> stream; SafeFlag active{ false }; SafeNumeric<float> setplay{ -1.0 }; AttenuationModel attenuation_model = ATTENUATION_INVERSE_DISTANCE; float volume_db = 0.0; float unit_size = 10.0; float max_db = 3.0; float pitch_scale = 1.0; // Internally used to take doppler tracking into account. float actual_pitch_scale = 1.0; bool autoplay = false; StringName bus = SNAME("Master"); int max_polyphony = 1; uint64_t last_mix_count = -1; bool force_update_panning = false; static void _calc_output_vol(const Vector3 &source_dir, real_t tightness, Vector<AudioFrame> &output); void _calc_reverb_vol(Area3D *area, Vector3 listener_area_pos, Vector<AudioFrame> direct_path_vol, Vector<AudioFrame> &reverb_vol); static void _listener_changed_cb(void *self) { reinterpret_cast<AudioStreamPlayer3D *>(self)->force_update_panning = true; } void _set_playing(bool p_enable); bool _is_active() const; StringName _get_actual_bus(); Area3D *_get_overriding_area(); Vector<AudioFrame> _update_panning(); void _bus_layout_changed(); uint32_t area_mask = 1; bool emission_angle_enabled = false; float emission_angle = 45.0; float emission_angle_filter_attenuation_db = -12.0; float attenuation_filter_cutoff_hz = 5000.0; float attenuation_filter_db = -24.0; float linear_attenuation = 0; float max_distance = 0.0; Ref<VelocityTracker3D> velocity_tracker; DopplerTracking doppler_tracking = DOPPLER_TRACKING_DISABLED; float _get_attenuation_db(float p_distance) const; float panning_strength = 1.0f; float cached_global_panning_strength = 0.5f; protected: void _validate_property(PropertyInfo &p_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_volume_db(float p_volume); float get_volume_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_max_polyphony(int p_max_polyphony); int get_max_polyphony() 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_doppler_tracking(DopplerTracking p_tracking); DopplerTracking get_doppler_tracking() const; void set_stream_paused(bool p_pause); bool get_stream_paused() const; void set_panning_strength(float p_panning_strength); float get_panning_strength() const; Ref<AudioStreamPlayback> get_stream_playback(); AudioStreamPlayer3D(); ~AudioStreamPlayer3D(); }; VARIANT_ENUM_CAST(AudioStreamPlayer3D::AttenuationModel) VARIANT_ENUM_CAST(AudioStreamPlayer3D::DopplerTracking) #endif // AUDIO_STREAM_PLAYER_3D_H