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/*************************************************************************/
/*  audio_player.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 AUDIOPLAYER_H
#define AUDIOPLAYER_H

#include "scene/main/node.h"
#include "servers/audio/audio_stream.h"

class AudioStreamPlayer : public Node {

	GDCLASS(AudioStreamPlayer, Node)

public:
	enum MixTarget {
		MIX_TARGET_STEREO,
		MIX_TARGET_SURROUND,
		MIX_TARGET_CENTER
	};

private:
	Ref<AudioStreamPlayback> stream_playback;
	Ref<AudioStream> stream;
	Vector<AudioFrame> mix_buffer;

	volatile float setseek;
	volatile bool active;

	float mix_volume_db;
	float pitch_scale;
	float volume_db;
	float stream_paused_fade;
	bool autoplay;
	bool stream_paused;
	StringName bus;

	MixTarget mix_target;

	void _mix_internal(bool p_fadeout);
	void _mix_audio();
	static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer *>(self)->_mix_audio(); }

	void _set_playing(bool p_enable);
	bool _is_active() const;

	void _bus_layout_changed();

protected:
	void _validate_property(PropertyInfo &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_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_autoplay(bool p_enable);
	bool is_autoplay_enabled();

	void set_mix_target(MixTarget p_target);
	MixTarget get_mix_target() const;

	void set_stream_paused(bool p_pause);
	bool get_stream_paused() const;

	AudioStreamPlayer();
	~AudioStreamPlayer();
};

VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget)
#endif // AUDIOPLAYER_H