godot/servers/audio/effects/audio_stream_generator.h

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#ifndef AUDIO_STREAM_USER_FED_H
#define AUDIO_STREAM_USER_FED_H
#include "core/ring_buffer.h"
#include "servers/audio/audio_stream.h"
class AudioStreamGenerator : public AudioStream {
GDCLASS(AudioStreamGenerator, AudioStream)
float mix_rate;
float buffer_len;
protected:
static void _bind_methods();
public:
void set_mix_rate(float p_mix_rate);
float get_mix_rate() const;
void set_buffer_length(float p_seconds);
float get_buffer_length() const;
virtual Ref<AudioStreamPlayback> instance_playback();
virtual String get_stream_name() const;
virtual float get_length() const;
AudioStreamGenerator();
};
class AudioStreamGeneratorPlayback : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamGeneratorPlayback, AudioStreamPlaybackResampled)
friend class AudioStreamGenerator;
RingBuffer<AudioFrame> buffer;
int skips;
bool active;
float mixed;
AudioStreamGenerator *generator;
protected:
virtual void _mix_internal(AudioFrame *p_buffer, int p_frames);
virtual float get_stream_sampling_rate();
static void _bind_methods();
public:
virtual void start(float p_from_pos = 0.0);
virtual void stop();
virtual bool is_playing() const;
virtual int get_loop_count() const; //times it looped
virtual float get_playback_position() const;
virtual void seek(float p_time);
bool push_frame(const Vector2 &p_frame);
bool can_push_buffer(int p_frames) const;
bool push_buffer(const PoolVector2Array &p_frames);
int get_frames_available() const;
int get_skips() const;
void clear_buffer();
AudioStreamGeneratorPlayback();
};
#endif // AUDIO_STREAM_USER_FED_H