godot/servers/audio/audio_stream.h

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/**************************************************************************/
/* audio_stream.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
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#ifndef AUDIO_STREAM_H
#define AUDIO_STREAM_H
#include "core/io/image.h"
#include "core/io/resource.h"
#include "scene/property_list_helper.h"
#include "servers/audio/audio_filter_sw.h"
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#include "servers/audio_server.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/variant/native_ptr.h"
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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#include "core/variant/typed_array.h"
class AudioStream;
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class AudioSamplePlayback : public RefCounted {
GDCLASS(AudioSamplePlayback, RefCounted);
public:
Ref<AudioStream> stream;
float offset = 0.0f;
Vector<AudioFrame> volume_vector;
StringName bus;
};
class AudioSample : public RefCounted {
GDCLASS(AudioSample, RefCounted)
public:
enum LoopMode {
LOOP_DISABLED,
LOOP_FORWARD,
LOOP_PINGPONG,
LOOP_BACKWARD,
};
Ref<AudioStream> stream;
Vector<AudioFrame> data;
int num_channels = 1;
int sample_rate = 44100;
LoopMode loop_mode = LOOP_DISABLED;
int loop_begin = 0;
int loop_end = 0;
};
///////////
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class AudioStreamPlayback : public RefCounted {
GDCLASS(AudioStreamPlayback, RefCounted);
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protected:
static void _bind_methods();
GDVIRTUAL1(_start, double)
GDVIRTUAL0(_stop)
GDVIRTUAL0RC(bool, _is_playing)
GDVIRTUAL0RC(int, _get_loop_count)
GDVIRTUAL0RC(double, _get_playback_position)
GDVIRTUAL1(_seek, double)
GDVIRTUAL3R(int, _mix, GDExtensionPtr<AudioFrame>, float, int)
GDVIRTUAL0(_tag_used_streams)
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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GDVIRTUAL2(_set_parameter, const StringName &, const Variant &)
GDVIRTUAL1RC(Variant, _get_parameter, const StringName &)
public:
virtual void start(double p_from_pos = 0.0);
virtual void stop();
virtual bool is_playing() const;
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virtual int get_loop_count() const; //times it looped
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virtual double get_playback_position() const;
virtual void seek(double p_time);
virtual void tag_used_streams();
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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virtual void set_parameter(const StringName &p_name, const Variant &p_value);
virtual Variant get_parameter(const StringName &p_name) const;
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
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virtual void set_is_sample(bool p_is_sample) {}
virtual bool get_is_sample() const { return false; }
virtual Ref<AudioSamplePlayback> get_sample_playback() const;
virtual void set_sample_playback(const Ref<AudioSamplePlayback> &p_playback) {}
AudioStreamPlayback();
~AudioStreamPlayback();
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};
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 = 128, // 128 warrants 3ms positional jitter at much at 44100hz
CUBIC_INTERP_HISTORY = 4
};
AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
unsigned int internal_buffer_end = -1;
uint64_t mix_offset = 0;
protected:
void begin_resample();
// Returns the number of frames that were mixed.
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames);
virtual float get_stream_sampling_rate();
GDVIRTUAL2R(int, _mix_resampled, GDExtensionPtr<AudioFrame>, int)
GDVIRTUAL0RC(float, _get_stream_sampling_rate)
static void _bind_methods();
public:
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
AudioStreamPlaybackResampled() { mix_offset = 0; }
};
class AudioStream : public Resource {
GDCLASS(AudioStream, Resource);
OBJ_SAVE_TYPE(AudioStream); // Saves derived classes with common type so they can be interchanged.
enum {
MAX_TAGGED_OFFSETS = 8
};
uint64_t tagged_frame = 0;
uint64_t offset_count = 0;
float tagged_offsets[MAX_TAGGED_OFFSETS];
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protected:
static void _bind_methods();
GDVIRTUAL0RC(Ref<AudioStreamPlayback>, _instantiate_playback)
GDVIRTUAL0RC(String, _get_stream_name)
GDVIRTUAL0RC(double, _get_length)
GDVIRTUAL0RC(bool, _is_monophonic)
GDVIRTUAL0RC(double, _get_bpm)
GDVIRTUAL0RC(bool, _has_loop)
GDVIRTUAL0RC(int, _get_bar_beats)
GDVIRTUAL0RC(int, _get_beat_count)
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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GDVIRTUAL0RC(TypedArray<Dictionary>, _get_parameter_list)
public:
virtual Ref<AudioStreamPlayback> instantiate_playback();
virtual String get_stream_name() const;
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virtual double get_bpm() const;
virtual bool has_loop() const;
virtual int get_bar_beats() const;
virtual int get_beat_count() const;
virtual double get_length() const;
virtual bool is_monophonic() const;
void tag_used(float p_offset);
uint64_t get_tagged_frame() const;
uint32_t get_tagged_frame_count() const;
float get_tagged_frame_offset(int p_index) const;
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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struct Parameter {
PropertyInfo property;
Variant default_value;
Parameter(const PropertyInfo &p_info = PropertyInfo(), const Variant &p_default_value = Variant()) {
property = p_info;
default_value = p_default_value;
}
};
virtual void get_parameter_list(List<Parameter> *r_parameters);
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virtual bool can_be_sampled() const { return false; }
virtual Ref<AudioSample> generate_sample() const;
virtual bool is_meta_stream() const { return false; }
};
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// Microphone
class AudioStreamPlaybackMicrophone;
class AudioStreamMicrophone : public AudioStream {
GDCLASS(AudioStreamMicrophone, AudioStream);
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friend class AudioStreamPlaybackMicrophone;
HashSet<AudioStreamPlaybackMicrophone *> playbacks;
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public:
virtual Ref<AudioStreamPlayback> instantiate_playback() override;
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virtual String get_stream_name() const override;
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virtual double get_length() const override; //if supported, otherwise return 0
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virtual bool is_monophonic() const override;
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};
class AudioStreamPlaybackMicrophone : public AudioStreamPlaybackResampled {
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GDCLASS(AudioStreamPlaybackMicrophone, AudioStreamPlaybackResampled);
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friend class AudioStreamMicrophone;
bool active = false;
unsigned int input_ofs = 0;
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Ref<AudioStreamMicrophone> microphone;
protected:
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
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virtual float get_stream_sampling_rate() override;
virtual double get_playback_position() const override;
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public:
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
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virtual void start(double p_from_pos = 0.0) override;
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virtual void stop() override;
virtual bool is_playing() const override;
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virtual int get_loop_count() const override; //times it looped
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virtual void seek(double p_time) override;
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virtual void tag_used_streams() override;
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~AudioStreamPlaybackMicrophone();
AudioStreamPlaybackMicrophone();
};
//
class AudioStreamPlaybackRandomizer;
class AudioStreamRandomizer : public AudioStream {
GDCLASS(AudioStreamRandomizer, AudioStream);
public:
enum PlaybackMode {
PLAYBACK_RANDOM_NO_REPEATS,
PLAYBACK_RANDOM,
PLAYBACK_SEQUENTIAL,
};
private:
friend class AudioStreamPlaybackRandomizer;
struct PoolEntry {
Ref<AudioStream> stream;
float weight = 1.0;
};
static inline PropertyListHelper base_property_helper;
PropertyListHelper property_helper;
HashSet<AudioStreamPlaybackRandomizer *> playbacks;
Vector<PoolEntry> audio_stream_pool;
float random_pitch_scale = 1.0f;
float random_volume_offset_db = 0.0f;
Ref<AudioStreamPlayback> instance_playback_random();
Ref<AudioStreamPlayback> instance_playback_no_repeats();
Ref<AudioStreamPlayback> instance_playback_sequential();
Ref<AudioStream> last_playback = nullptr;
PlaybackMode playback_mode = PLAYBACK_RANDOM_NO_REPEATS;
protected:
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value) { return property_helper.property_set_value(p_name, p_value); }
bool _get(const StringName &p_name, Variant &r_ret) const { return property_helper.property_get_value(p_name, r_ret); }
void _get_property_list(List<PropertyInfo> *p_list) const { property_helper.get_property_list(p_list); }
bool _property_can_revert(const StringName &p_name) const { return property_helper.property_can_revert(p_name); }
bool _property_get_revert(const StringName &p_name, Variant &r_property) const { return property_helper.property_get_revert(p_name, r_property); }
public:
void add_stream(int p_index, Ref<AudioStream> p_stream, float p_weight = 1.0);
void move_stream(int p_index_from, int p_index_to);
void remove_stream(int p_index);
void set_stream(int p_index, Ref<AudioStream> p_stream);
Ref<AudioStream> get_stream(int p_index) const;
void set_stream_probability_weight(int p_index, float p_weight);
float get_stream_probability_weight(int p_index) const;
void set_streams_count(int p_count);
int get_streams_count() const;
void set_random_pitch(float p_pitch_scale);
float get_random_pitch() const;
void set_random_volume_offset_db(float p_volume_offset_db);
float get_random_volume_offset_db() const;
void set_playback_mode(PlaybackMode p_playback_mode);
PlaybackMode get_playback_mode() const;
virtual Ref<AudioStreamPlayback> instantiate_playback() override;
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virtual String get_stream_name() const override;
virtual double get_length() const override; //if supported, otherwise return 0
virtual bool is_monophonic() const override;
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virtual bool is_meta_stream() const override { return true; }
AudioStreamRandomizer();
};
class AudioStreamPlaybackRandomizer : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackRandomizer, AudioStreamPlayback);
friend class AudioStreamRandomizer;
Ref<AudioStreamRandomizer> randomizer;
Ref<AudioStreamPlayback> playback;
Ref<AudioStreamPlayback> playing;
float pitch_scale;
float volume_scale;
public:
virtual void start(double p_from_pos = 0.0) override;
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virtual void stop() override;
virtual bool is_playing() const override;
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virtual int get_loop_count() const override; //times it looped
virtual double get_playback_position() const override;
virtual void seek(double p_time) override;
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
virtual void tag_used_streams() override;
~AudioStreamPlaybackRandomizer();
};
VARIANT_ENUM_CAST(AudioStreamRandomizer::PlaybackMode);
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#endif // AUDIO_STREAM_H