/*************************************************************************/ /* audio_stream.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_H #define AUDIO_STREAM_H #include "core/io/image.h" #include "core/io/resource.h" #include "servers/audio/audio_filter_sw.h" #include "servers/audio_server.h" #include "core/object/gdvirtual.gen.inc" #include "core/object/script_language.h" #include "core/variant/native_ptr.h" class AudioStreamPlayback : public RefCounted { GDCLASS(AudioStreamPlayback, RefCounted); protected: static void _bind_methods(); GDVIRTUAL1(_start, float) GDVIRTUAL0(_stop) GDVIRTUAL0RC(bool, _is_playing) GDVIRTUAL0RC(int, _get_loop_count) GDVIRTUAL0RC(float, _get_playback_position) GDVIRTUAL1(_seek, float) GDVIRTUAL3R(int, _mix, GDNativePtr, float, int) 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_playback_position() const; virtual void seek(float p_time); virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames); }; 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]; unsigned int internal_buffer_end = -1; uint64_t mix_offset; protected: void begin_resample(); // Returns the number of frames that were mixed. virtual int _mix_internal(AudioFrame *p_buffer, int p_frames); virtual float get_stream_sampling_rate(); GDVIRTUAL2R(int, _mix_resampled, GDNativePtr, int) GDVIRTUAL0RC(float, _get_stream_sampling_rate) static void _bind_methods(); public: virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override; AudioStreamPlaybackResampled() { mix_offset = 0; } }; class AudioStream : public Resource { GDCLASS(AudioStream, Resource); OBJ_SAVE_TYPE(AudioStream); // Saves derived classes with common type so they can be interchanged. protected: static void _bind_methods(); GDVIRTUAL0RC(Ref, _instance_playback) GDVIRTUAL0RC(String, _get_stream_name) GDVIRTUAL0RC(float, _get_length) GDVIRTUAL0RC(bool, _is_monophonic) public: virtual Ref instance_playback(); virtual String get_stream_name() const; virtual float get_length() const; virtual bool is_monophonic() const; }; // Microphone class AudioStreamPlaybackMicrophone; class AudioStreamMicrophone : public AudioStream { GDCLASS(AudioStreamMicrophone, AudioStream); friend class AudioStreamPlaybackMicrophone; Set playbacks; protected: static void _bind_methods(); public: virtual Ref instance_playback() override; virtual String get_stream_name() const override; virtual float get_length() const override; //if supported, otherwise return 0 virtual bool is_monophonic() const override; AudioStreamMicrophone(); }; class AudioStreamPlaybackMicrophone : public AudioStreamPlaybackResampled { GDCLASS(AudioStreamPlaybackMicrophone, AudioStreamPlaybackResampled); friend class AudioStreamMicrophone; bool active; unsigned int input_ofs; Ref microphone; protected: virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override; virtual float get_stream_sampling_rate() override; public: virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override; virtual void start(float p_from_pos = 0.0) override; virtual void stop() override; virtual bool is_playing() const override; virtual int get_loop_count() const override; //times it looped virtual float get_playback_position() const override; virtual void seek(float p_time) override; ~AudioStreamPlaybackMicrophone(); AudioStreamPlaybackMicrophone(); }; // class AudioStreamPlaybackRandomizer; class AudioStreamRandomizer : public AudioStream { GDCLASS(AudioStreamRandomizer, AudioStream); public: enum PlaybackMode { PLAYBACK_RANDOM_NO_REPEATS, PLAYBACK_RANDOM, PLAYBACK_SEQUENTIAL, }; private: friend class AudioStreamPlaybackRandomizer; struct PoolEntry { Ref stream; float weight; }; Set playbacks; Vector audio_stream_pool; float random_pitch_scale; float random_volume_offset_db; Ref instance_playback_random(); Ref instance_playback_no_repeats(); Ref instance_playback_sequential(); Ref last_playback = nullptr; PlaybackMode playback_mode = PLAYBACK_RANDOM_NO_REPEATS; protected: static void _bind_methods(); bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; public: void add_stream(int p_index); void move_stream(int p_index_from, int p_index_to); void remove_stream(int p_index); void set_stream(int p_index, Ref p_stream); Ref get_stream(int p_index) const; void set_stream_probability_weight(int p_index, float p_weight); float get_stream_probability_weight(int p_index) const; void set_streams_count(int p_count); int get_streams_count() const; void set_random_pitch(float p_pitch_scale); float get_random_pitch() const; void set_random_volume_offset_db(float p_volume_offset_db); float get_random_volume_offset_db() const; void set_playback_mode(PlaybackMode p_playback_mode); PlaybackMode get_playback_mode() const; virtual Ref instance_playback() override; virtual String get_stream_name() const override; virtual float get_length() const override; //if supported, otherwise return 0 virtual bool is_monophonic() const override; AudioStreamRandomizer(); }; class AudioStreamPlaybackRandomizer : public AudioStreamPlayback { GDCLASS(AudioStreamPlaybackRandomizer, AudioStreamPlayback); friend class AudioStreamRandomizer; Ref randomizer; Ref playback; Ref playing; float pitch_scale; float volume_scale; public: virtual void start(float p_from_pos = 0.0) override; virtual void stop() override; virtual bool is_playing() const override; virtual int get_loop_count() const override; //times it looped virtual float get_playback_position() const override; virtual void seek(float p_time) override; virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override; ~AudioStreamPlaybackRandomizer(); }; VARIANT_ENUM_CAST(AudioStreamRandomizer::PlaybackMode); #endif // AUDIO_STREAM_H