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/*************************************************************************/
/* 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 unit_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;
protected:
void _validate_property(PropertyInfo &property) const override;
void _notification(int p_what);
static void _bind_methods();
public:
void set_stream(Ref<AudioStream> p_stream);
Ref<AudioStream> get_stream() const;
void set_unit_db(float p_volume);
float get_unit_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;
Ref<AudioStreamPlayback> get_stream_playback();
AudioStreamPlayer3D();
~AudioStreamPlayer3D();
};
VARIANT_ENUM_CAST(AudioStreamPlayer3D::AttenuationModel)
VARIANT_ENUM_CAST(AudioStreamPlayer3D::DopplerTracking)
#endif // AUDIO_STREAM_PLAYER_3D_H
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