godot/editor/audio_stream_preview.h

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/**************************************************************************/
/* audio_stream_preview.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_PREVIEW_H
#define AUDIO_STREAM_PREVIEW_H
#include "core/os/thread.h"
#include "core/safe_refcount.h"
#include "scene/main/node.h"
#include "servers/audio/audio_stream.h"
class AudioStreamPreview : public Reference {
GDCLASS(AudioStreamPreview, Reference);
friend class AudioStream;
Vector<uint8_t> preview;
float length;
friend class AudioStreamPreviewGenerator;
public:
float get_length() const;
float get_max(float p_time, float p_time_next) const;
float get_min(float p_time, float p_time_next) const;
AudioStreamPreview();
};
class AudioStreamPreviewGenerator : public Node {
GDCLASS(AudioStreamPreviewGenerator, Node);
static AudioStreamPreviewGenerator *singleton;
struct Preview {
Ref<AudioStreamPreview> preview;
Ref<AudioStream> base_stream;
Ref<AudioStreamPlayback> playback;
SafeFlag generating;
ObjectID id;
Thread *thread;
// Needed for the bookkeeping of the Map
Preview &operator=(const Preview &p_rhs) {
preview = p_rhs.preview;
base_stream = p_rhs.base_stream;
playback = p_rhs.playback;
generating.set_to(generating.is_set());
id = p_rhs.id;
thread = p_rhs.thread;
return *this;
}
};
Map<ObjectID, Preview> previews;
static void _preview_thread(void *p_preview);
void _update_emit(ObjectID p_id);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static AudioStreamPreviewGenerator *get_singleton() { return singleton; }
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Ref<AudioStreamPreview> generate_preview(const Ref<AudioStream> &p_stream);
AudioStreamPreviewGenerator();
};
#endif // AUDIO_STREAM_PREVIEW_H