2023-01-05 12:25:55 +00:00
|
|
|
/**************************************************************************/
|
|
|
|
/* audio_driver_dummy.cpp */
|
|
|
|
/**************************************************************************/
|
|
|
|
/* 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. */
|
|
|
|
/**************************************************************************/
|
2018-01-04 23:50:27 +00:00
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
#include "audio_driver_dummy.h"
|
|
|
|
|
2020-11-07 22:33:38 +00:00
|
|
|
#include "core/config/project_settings.h"
|
2018-09-11 16:13:45 +00:00
|
|
|
#include "core/os/os.h"
|
2014-02-10 01:10:30 +00:00
|
|
|
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
AudioDriverDummy *AudioDriverDummy::singleton = nullptr;
|
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
Error AudioDriverDummy::init() {
|
2022-08-19 08:38:13 +00:00
|
|
|
active.clear();
|
|
|
|
exit_thread.clear();
|
2020-04-01 23:20:12 +00:00
|
|
|
samples_in = nullptr;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
if (mix_rate == -1) {
|
|
|
|
mix_rate = GLOBAL_GET("audio/driver/mix_rate");
|
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
channels = get_channels();
|
2021-09-08 04:25:35 +00:00
|
|
|
samples_in = memnew_arr(int32_t, (size_t)buffer_frames * channels);
|
2014-02-10 01:10:30 +00:00
|
|
|
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
if (use_threads) {
|
|
|
|
thread.start(AudioDriverDummy::thread_func, this);
|
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
|
|
|
return OK;
|
|
|
|
};
|
|
|
|
|
|
|
|
void AudioDriverDummy::thread_func(void *p_udata) {
|
2022-04-05 10:40:26 +00:00
|
|
|
AudioDriverDummy *ad = static_cast<AudioDriverDummy *>(p_udata);
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-08-29 19:47:44 +00:00
|
|
|
uint64_t usdelay = (ad->buffer_frames / float(ad->mix_rate)) * 1000000;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2022-08-19 08:38:13 +00:00
|
|
|
while (!ad->exit_thread.is_set()) {
|
|
|
|
if (ad->active.is_set()) {
|
2014-02-10 01:10:30 +00:00
|
|
|
ad->lock();
|
2022-08-19 08:38:13 +00:00
|
|
|
ad->start_counting_ticks();
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-08-29 19:47:44 +00:00
|
|
|
ad->audio_server_process(ad->buffer_frames, ad->samples_in);
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2022-08-19 08:38:13 +00:00
|
|
|
ad->stop_counting_ticks();
|
2014-02-10 01:10:30 +00:00
|
|
|
ad->unlock();
|
|
|
|
};
|
|
|
|
|
|
|
|
OS::get_singleton()->delay_usec(usdelay);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
void AudioDriverDummy::start() {
|
2022-08-19 08:38:13 +00:00
|
|
|
active.set();
|
2014-02-10 01:10:30 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
int AudioDriverDummy::get_mix_rate() const {
|
|
|
|
return mix_rate;
|
|
|
|
};
|
|
|
|
|
2017-01-15 19:06:14 +00:00
|
|
|
AudioDriver::SpeakerMode AudioDriverDummy::get_speaker_mode() const {
|
2017-01-16 18:19:45 +00:00
|
|
|
return speaker_mode;
|
2014-02-10 01:10:30 +00:00
|
|
|
};
|
2017-01-16 18:19:45 +00:00
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
void AudioDriverDummy::lock() {
|
2020-02-26 10:28:13 +00:00
|
|
|
mutex.lock();
|
2014-02-10 01:10:30 +00:00
|
|
|
};
|
2017-01-16 18:19:45 +00:00
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
void AudioDriverDummy::unlock() {
|
2020-02-26 10:28:13 +00:00
|
|
|
mutex.unlock();
|
2014-02-10 01:10:30 +00:00
|
|
|
};
|
|
|
|
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
void AudioDriverDummy::set_use_threads(bool p_use_threads) {
|
|
|
|
use_threads = p_use_threads;
|
|
|
|
}
|
|
|
|
|
|
|
|
void AudioDriverDummy::set_speaker_mode(SpeakerMode p_mode) {
|
|
|
|
speaker_mode = p_mode;
|
|
|
|
}
|
|
|
|
|
|
|
|
void AudioDriverDummy::set_mix_rate(int p_rate) {
|
|
|
|
mix_rate = p_rate;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32_t AudioDriverDummy::get_channels() const {
|
|
|
|
static const int channels_for_mode[4] = { 2, 4, 8, 16 };
|
|
|
|
return channels_for_mode[speaker_mode];
|
|
|
|
}
|
|
|
|
|
|
|
|
void AudioDriverDummy::mix_audio(int p_frames, int32_t *p_buffer) {
|
2022-08-19 08:38:13 +00:00
|
|
|
ERR_FAIL_COND(!active.is_set()); // If not active, should not mix.
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
ERR_FAIL_COND(use_threads == true); // If using threads, this will not work well.
|
|
|
|
|
|
|
|
uint32_t todo = p_frames;
|
|
|
|
while (todo) {
|
|
|
|
uint32_t to_mix = MIN(buffer_frames, todo);
|
|
|
|
lock();
|
|
|
|
audio_server_process(to_mix, samples_in);
|
|
|
|
unlock();
|
|
|
|
|
|
|
|
uint32_t total_samples = to_mix * channels;
|
|
|
|
|
|
|
|
for (uint32_t i = 0; i < total_samples; i++) {
|
|
|
|
p_buffer[i] = samples_in[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
todo -= to_mix;
|
|
|
|
p_buffer += total_samples;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
void AudioDriverDummy::finish() {
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
if (use_threads) {
|
2022-08-19 08:38:13 +00:00
|
|
|
exit_thread.set();
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
thread.wait_to_finish();
|
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
|
|
|
if (samples_in) {
|
|
|
|
memdelete_arr(samples_in);
|
|
|
|
};
|
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
AudioDriverDummy::AudioDriverDummy() {
|
|
|
|
singleton = this;
|
|
|
|
}
|