2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* sound_player_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:45:00 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SOUND_PLAYER_2D_H
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#define SOUND_PLAYER_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/sample_library.h"
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#include "servers/spatial_sound_2d_server.h"
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class SoundPlayer2D : public Node2D {
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OBJ_TYPE(SoundPlayer2D, Node2D);
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public:
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enum Param {
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PARAM_VOLUME_DB = SpatialSound2DServer::SOURCE_PARAM_VOLUME_DB,
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PARAM_PITCH_SCALE = SpatialSound2DServer::SOURCE_PARAM_PITCH_SCALE,
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PARAM_ATTENUATION_MIN_DISTANCE = SpatialSound2DServer::SOURCE_PARAM_ATTENUATION_MIN_DISTANCE,
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PARAM_ATTENUATION_MAX_DISTANCE = SpatialSound2DServer::SOURCE_PARAM_ATTENUATION_MAX_DISTANCE,
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PARAM_ATTENUATION_DISTANCE_EXP = SpatialSound2DServer::SOURCE_PARAM_ATTENUATION_DISTANCE_EXP,
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PARAM_MAX = SpatialSound2DServer::SOURCE_PARAM_MAX
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};
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private:
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float params[PARAM_MAX];
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RID source_rid;
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protected:
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_FORCE_INLINE_ RID get_source_rid() const { return source_rid; }
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_param(Param p_param, float p_value);
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float get_param(Param p_param) const;
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SoundPlayer2D();
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~SoundPlayer2D();
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};
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VARIANT_ENUM_CAST(SoundPlayer2D::Param);
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#endif // SOUND_PLAYER_2D_H
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