godot/scene/2d/audio_stream_player_2d.h

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#ifndef AUDIO_STREAM_PLAYER_2D_H
#define AUDIO_STREAM_PLAYER_2D_H
#include "scene/2d/node_2d.h"
#include "servers/audio/audio_stream.h"
#include "servers/audio_server.h"
class AudioStreamPlayer2D : public Node2D {
GDCLASS(AudioStreamPlayer2D, Node2D)
private:
enum {
MAX_OUTPUTS = 8,
MAX_INTERSECT_AREAS = 32
};
struct Output {
AudioFrame vol;
int bus_index;
Viewport *viewport; //pointer only used for reference to previous mix
};
Output outputs[MAX_OUTPUTS];
volatile int output_count;
volatile bool output_ready;
//these are used by audio thread to have a reference of previous volumes (for ramping volume and avoiding clicks)
Output prev_outputs[MAX_OUTPUTS];
int prev_output_count;
Ref<AudioStreamPlayback> stream_playback;
Ref<AudioStream> stream;
Vector<AudioFrame> mix_buffer;
volatile float setseek;
volatile bool active;
volatile float setplay;
float volume_db;
bool autoplay;
StringName bus;
void _mix_audio();
static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer2D *>(self)->_mix_audio(); }
void _set_playing(bool p_enable);
bool _is_active() const;
void _bus_layout_changed();
uint32_t area_mask;
float max_distance;
float attenuation;
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 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_max_distance(float p_pixels);
float get_max_distance() const;
void set_attenuation(float p_curve);
float get_attenuation() const;
void set_area_mask(uint32_t p_mask);
uint32_t get_area_mask() const;
AudioStreamPlayer2D();
~AudioStreamPlayer2D();
};
#endif