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/*************************************************************************/
/*  audio_stream.h                                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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 "resource.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_pos() const=0;
	virtual void seek_pos(float p_time)=0;

	virtual void mix(AudioFrame* p_bufer,float p_rate_scale,int p_frames)=0;

	virtual float get_length() const=0; //if supported, otherwise return 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_bufer,int p_frames)=0;
	virtual float get_stream_sampling_rate()=0;

public:

	virtual void mix(AudioFrame* p_bufer,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


public:

	virtual Ref<AudioStreamPlayback> instance_playback()=0;
	virtual String get_stream_name() const=0;


};


#endif // AUDIO_STREAM_H