godot/scene/audio/audio_player.h

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#ifndef AUDIOPLAYER_H
#define AUDIOPLAYER_H
#include "scene/main/node.h"
#include "servers/audio/audio_stream.h"
class AudioPlayer : public Node {
GDCLASS( AudioPlayer, Node )
public:
enum MixTarget {
MIX_TARGET_STEREO,
MIX_TARGET_SURROUND,
MIX_TARGET_CENTER
};
private:
Ref<AudioStreamPlayback> stream_playback;
Ref<AudioStream> stream;
Vector<AudioFrame> mix_buffer;
volatile float setseek;
volatile bool active;
float mix_volume_db;
float volume_db;
bool autoplay;
StringName bus;
MixTarget mix_target;
void _mix_audio();
static void _mix_audios(void *self) { reinterpret_cast<AudioPlayer*>(self)->_mix_audio(); }
void _set_playing(bool p_enable);
bool _is_active() const;
void _bus_layout_changed();
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_pos();
void set_bus(const StringName& p_bus);
StringName get_bus() const;
void set_autoplay(bool p_enable);
bool is_autoplay_enabled();
void set_mix_target(MixTarget p_target);
MixTarget get_mix_target() const;
AudioPlayer();
~AudioPlayer();
};
VARIANT_ENUM_CAST(AudioPlayer::MixTarget)
#endif // AUDIOPLAYER_H