godot/scene/audio/stream_player.h

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/*************************************************************************/
/* stream_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 STREAM_PLAYER_H
#define STREAM_PLAYER_H
#include "scene/resources/audio_stream.h"
#include "scene/main/node.h"
#include "servers/audio/audio_rb_resampler.h"
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class StreamPlayer : public Node {
OBJ_TYPE(StreamPlayer,Node);
//_THREAD_SAFE_CLASS_
struct InternalStream : public AudioServer::AudioStream {
StreamPlayer *player;
virtual int get_channel_count() const;
virtual void set_mix_rate(int p_rate); //notify the stream of the mix rate
virtual bool mix(int32_t *p_buffer,int p_frames);
virtual void update();
};
InternalStream internal_stream;
Ref<AudioStreamPlayback> playback;
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Ref<AudioStream> stream;
int sp_get_channel_count() const;
void sp_set_mix_rate(int p_rate); //notify the stream of the mix rate
bool sp_mix(int32_t *p_buffer,int p_frames);
void sp_update();
int server_mix_rate;
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RID stream_rid;
bool paused;
bool autoplay;
bool loops;
float volume;
float loop_point;
int buffering_ms;
volatile bool stop_request;
float resume_pos;
AudioRBResampler resampler;
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void _do_stop();
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bool _play;
void _set_play(bool p_play);
bool _get_play() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_stream(const Ref<AudioStream> &p_stream);
Ref<AudioStream> get_stream() const;
void play(float p_from_offset=0);
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void stop();
bool is_playing() const;
void set_paused(bool p_paused);
bool is_paused() const;
void set_loop(bool p_enable);
bool has_loop() const;
void set_volume(float p_vol);
float get_volume() const;
void set_loop_restart_time(float p_secs);
float get_loop_restart_time() const;
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void set_volume_db(float p_db);
float get_volume_db() const;
String get_stream_name() const;
int get_loop_count() const;
float get_pos() const;
void seek_pos(float p_time);
float get_length() const;
void set_autoplay(bool p_vol);
bool has_autoplay() const;
void set_buffering_msec(int p_msec);
int get_buffering_msec() const;
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StreamPlayer();
~StreamPlayer();
};
#endif // AUDIO_STREAM_PLAYER_H