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/*************************************************************************/
/*  audio_stream_mp3.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_MP3_H
#define AUDIO_STREAM_MP3_H

#include "core/io/resource_loader.h"
#include "servers/audio/audio_stream.h"

#include "minimp3_ex.h"

class AudioStreamMP3;

class AudioStreamPlaybackMP3 : public AudioStreamPlaybackResampled {
	GDCLASS(AudioStreamPlaybackMP3, AudioStreamPlaybackResampled);

	mp3dec_ex_t *mp3d = nullptr;
	uint32_t frames_mixed = 0;
	bool active = false;
	int loops = 0;

	friend class AudioStreamMP3;

	Ref<AudioStreamMP3> mp3_stream;

protected:
	virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
	virtual float get_stream_sampling_rate() override;

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;

	AudioStreamPlaybackMP3() {}
	~AudioStreamPlaybackMP3();
};

class AudioStreamMP3 : public AudioStream {
	GDCLASS(AudioStreamMP3, AudioStream);
	OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
	RES_BASE_EXTENSION("mp3str");

	friend class AudioStreamPlaybackMP3;

	PackedByteArray data;
	uint32_t data_len = 0;

	float sample_rate = 1.0;
	int channels = 1;
	float length = 0.0;
	bool loop = false;
	float loop_offset = 0.0;
	void clear_data();

protected:
	static void _bind_methods();

public:
	void set_loop(bool p_enable);
	bool has_loop() const;

	void set_loop_offset(float p_seconds);
	float get_loop_offset() const;

	virtual Ref<AudioStreamPlayback> instance_playback() override;
	virtual String get_stream_name() const override;

	void set_data(const Vector<uint8_t> &p_data);
	Vector<uint8_t> get_data() const;

	virtual float get_length() const override;

	virtual bool is_monophonic() const override;

	AudioStreamMP3();
	virtual ~AudioStreamMP3();
};

#endif // AUDIO_STREAM_MP3_H