/*************************************************************************/ /* audio_stream.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 "image.h" #include "resource.h" #include "servers/audio/audio_filter_sw.h" #include "servers/audio_server.h" class AudioStreamPlayback : public Reference { GDCLASS(AudioStreamPlayback, Reference) public: virtual void start(float p_from_pos = 0.0) = 0; virtual void stop() = 0; virtual bool is_playing() const = 0; virtual int get_loop_count() const = 0; //times it looped virtual float get_playback_position() const = 0; virtual void seek(float p_time) = 0; virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) = 0; }; 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]; uint64_t mix_offset; protected: void _begin_resample(); virtual void _mix_internal(AudioFrame *p_buffer, int p_frames) = 0; virtual float get_stream_sampling_rate() = 0; public: virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames); AudioStreamPlaybackResampled() { mix_offset = 0; } }; class AudioStream : public Resource { GDCLASS(AudioStream, Resource) OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged protected: static void _bind_methods(); public: virtual Ref instance_playback() = 0; virtual String get_stream_name() const = 0; virtual float get_length() const = 0; //if supported, otherwise return 0 }; class AudioStreamPlaybackRandomPitch; class AudioStreamRandomPitch : public AudioStream { GDCLASS(AudioStreamRandomPitch, AudioStream) friend class AudioStreamPlaybackRandomPitch; Set playbacks; Ref audio_stream; float random_pitch; protected: static void _bind_methods(); public: void set_audio_stream(const Ref &p_audio_stream); Ref get_audio_stream() const; void set_random_pitch(float p_pitch); float get_random_pitch() const; virtual Ref instance_playback(); virtual String get_stream_name() const; virtual float get_length() const; //if supported, otherwise return 0 AudioStreamRandomPitch(); }; class AudioStreamPlaybackRandomPitch : public AudioStreamPlayback { GDCLASS(AudioStreamPlaybackRandomPitch, AudioStreamPlayback) friend class AudioStreamRandomPitch; Ref random_pitch; Ref playback; Ref playing; float pitch_scale; 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 void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames); ~AudioStreamPlaybackRandomPitch(); }; #endif // AUDIO_STREAM_H