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/**************************************************************************/
/* audio_stream_player_2d.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. */
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# include "audio_stream_player_2d.h"
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# include "core/config/project_settings.h"
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# include "scene/2d/area_2d.h"
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# include "scene/2d/audio_listener_2d.h"
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# include "scene/main/window.h"
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# include "scene/resources/world_2d.h"
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void AudioStreamPlayer2D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
AudioServer : : get_singleton ( ) - > add_listener_changed_callback ( _listener_changed_cb , this ) ;
if ( autoplay & & ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
play ( ) ;
}
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set_stream_paused ( false ) ;
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} break ;
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case NOTIFICATION_EXIT_TREE : {
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set_stream_paused ( true ) ;
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AudioServer : : get_singleton ( ) - > remove_listener_changed_callback ( _listener_changed_cb , this ) ;
} break ;
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case NOTIFICATION_PREDELETE : {
stop ( ) ;
} break ;
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case NOTIFICATION_PAUSED : {
if ( ! can_process ( ) ) {
// Node can't process so we start fading out to silence.
set_stream_paused ( true ) ;
}
} break ;
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case NOTIFICATION_UNPAUSED : {
set_stream_paused ( false ) ;
} break ;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS : {
// Update anything related to position first, if possible of course.
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if ( setplay . get ( ) > 0 | | ( active . is_set ( ) & & last_mix_count ! = AudioServer : : get_singleton ( ) - > get_mix_count ( ) ) | | force_update_panning ) {
force_update_panning = false ;
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_update_panning ( ) ;
}
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if ( setplayback . is_valid ( ) & & setplay . get ( ) > = 0 ) {
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active . set ( ) ;
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AudioServer : : get_singleton ( ) - > start_playback_stream ( setplayback , _get_actual_bus ( ) , volume_vector , setplay . get ( ) , pitch_scale ) ;
setplayback . unref ( ) ;
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setplay . set ( - 1 ) ;
}
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if ( ! stream_playbacks . is_empty ( ) & & active . is_set ( ) ) {
// Stop playing if no longer active.
Vector < Ref < AudioStreamPlayback > > playbacks_to_remove ;
for ( Ref < AudioStreamPlayback > & playback : stream_playbacks ) {
if ( playback . is_valid ( ) & & ! AudioServer : : get_singleton ( ) - > is_playback_active ( playback ) & & ! AudioServer : : get_singleton ( ) - > is_playback_paused ( playback ) ) {
playbacks_to_remove . push_back ( playback ) ;
}
}
// Now go through and remove playbacks that have finished. Removing elements from a Vector in a range based for is asking for trouble.
for ( Ref < AudioStreamPlayback > & playback : playbacks_to_remove ) {
stream_playbacks . erase ( playback ) ;
}
if ( ! playbacks_to_remove . is_empty ( ) & & stream_playbacks . is_empty ( ) ) {
// This node is no longer actively playing audio.
active . clear ( ) ;
set_physics_process_internal ( false ) ;
}
if ( ! playbacks_to_remove . is_empty ( ) ) {
emit_signal ( SNAME ( " finished " ) ) ;
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}
}
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while ( stream_playbacks . size ( ) > max_polyphony ) {
AudioServer : : get_singleton ( ) - > stop_playback_stream ( stream_playbacks [ 0 ] ) ;
stream_playbacks . remove_at ( 0 ) ;
}
} break ;
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}
}
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// Interacts with PhysicsServer2D, so can only be called during _physics_process
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StringName AudioStreamPlayer2D : : _get_actual_bus ( ) {
Vector2 global_pos = get_global_position ( ) ;
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//check if any area is diverting sound into a bus
Ref < World2D > world_2d = get_world_2d ( ) ;
ERR_FAIL_COND_V ( world_2d . is_null ( ) , SNAME ( " Master " ) ) ;
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PhysicsDirectSpaceState2D * space_state = PhysicsServer2D : : get_singleton ( ) - > space_get_direct_state ( world_2d - > get_space ( ) ) ;
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ERR_FAIL_COND_V ( space_state = = nullptr , SNAME ( " Master " ) ) ;
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PhysicsDirectSpaceState2D : : ShapeResult sr [ MAX_INTERSECT_AREAS ] ;
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PhysicsDirectSpaceState2D : : PointParameters point_params ;
point_params . position = global_pos ;
point_params . collision_mask = area_mask ;
point_params . collide_with_bodies = false ;
point_params . collide_with_areas = true ;
int areas = space_state - > intersect_point ( point_params , sr , MAX_INTERSECT_AREAS ) ;
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for ( int i = 0 ; i < areas ; i + + ) {
Area2D * area2d = Object : : cast_to < Area2D > ( sr [ i ] . collider ) ;
if ( ! area2d ) {
continue ;
}
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if ( ! area2d - > is_overriding_audio_bus ( ) ) {
continue ;
}
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return area2d - > get_audio_bus_name ( ) ;
}
return default_bus ;
}
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// Interacts with PhysicsServer2D, so can only be called during _physics_process
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void AudioStreamPlayer2D : : _update_panning ( ) {
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if ( ! active . is_set ( ) | | stream . is_null ( ) ) {
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return ;
}
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Ref < World2D > world_2d = get_world_2d ( ) ;
ERR_FAIL_COND ( world_2d . is_null ( ) ) ;
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Vector2 global_pos = get_global_position ( ) ;
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HashSet < Viewport * > viewports = world_2d - > get_viewports ( ) ;
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volume_vector . resize ( 4 ) ;
volume_vector . write [ 0 ] = AudioFrame ( 0 , 0 ) ;
volume_vector . write [ 1 ] = AudioFrame ( 0 , 0 ) ;
volume_vector . write [ 2 ] = AudioFrame ( 0 , 0 ) ;
volume_vector . write [ 3 ] = AudioFrame ( 0 , 0 ) ;
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for ( Viewport * vp : viewports ) {
if ( ! vp - > is_audio_listener_2d ( ) ) {
continue ;
}
//compute matrix to convert to screen
Vector2 screen_size = vp - > get_visible_rect ( ) . size ;
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Vector2 listener_in_global ;
Vector2 relative_to_listener ;
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//screen in global is used for attenuation
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AudioListener2D * listener = vp - > get_audio_listener_2d ( ) ;
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if ( listener ) {
listener_in_global = listener - > get_global_position ( ) ;
relative_to_listener = global_pos - listener_in_global ;
} else {
Transform2D to_listener = vp - > get_global_canvas_transform ( ) * vp - > get_canvas_transform ( ) ;
listener_in_global = to_listener . affine_inverse ( ) . xform ( screen_size * 0.5 ) ;
relative_to_listener = to_listener . xform ( global_pos ) - screen_size * 0.5 ;
}
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float dist = global_pos . distance_to ( listener_in_global ) ; // Distance to listener, or screen if none.
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if ( dist > max_distance ) {
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continue ; // Can't hear this sound in this viewport.
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}
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float multiplier = Math : : pow ( 1.0f - dist / max_distance , attenuation ) ;
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multiplier * = Math : : db_to_linear ( volume_db ) ; // Also apply player volume!
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float pan = relative_to_listener . x / screen_size . x ;
// Don't let the panning effect extend (too far) beyond the screen.
pan = CLAMP ( pan , - 1 , 1 ) ;
// Bake in a constant factor here to allow the project setting defaults for 2d and 3d to be normalized to 1.0.
pan * = panning_strength * cached_global_panning_strength * 0.5f ;
pan = CLAMP ( pan + 0.5 , 0.0 , 1.0 ) ;
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float l = 1.0 - pan ;
float r = pan ;
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const AudioFrame & prev_sample = volume_vector [ 0 ] ;
AudioFrame new_sample = AudioFrame ( l , r ) * multiplier ;
volume_vector . write [ 0 ] = AudioFrame ( MAX ( prev_sample [ 0 ] , new_sample [ 0 ] ) , MAX ( prev_sample [ 1 ] , new_sample [ 1 ] ) ) ;
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}
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for ( const Ref < AudioStreamPlayback > & playback : stream_playbacks ) {
AudioServer : : get_singleton ( ) - > set_playback_bus_exclusive ( playback , _get_actual_bus ( ) , volume_vector ) ;
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}
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for ( Ref < AudioStreamPlayback > & playback : stream_playbacks ) {
AudioServer : : get_singleton ( ) - > set_playback_pitch_scale ( playback , pitch_scale ) ;
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}
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last_mix_count = AudioServer : : get_singleton ( ) - > get_mix_count ( ) ;
}
void AudioStreamPlayer2D : : set_stream ( Ref < AudioStream > p_stream ) {
stop ( ) ;
stream = p_stream ;
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}
Ref < AudioStream > AudioStreamPlayer2D : : get_stream ( ) const {
return stream ;
}
void AudioStreamPlayer2D : : set_volume_db ( float p_volume ) {
volume_db = p_volume ;
}
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float AudioStreamPlayer2D : : get_volume_db ( ) const {
return volume_db ;
}
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void AudioStreamPlayer2D : : set_pitch_scale ( float p_pitch_scale ) {
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ERR_FAIL_COND ( ! ( p_pitch_scale > 0.0 ) ) ;
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pitch_scale = p_pitch_scale ;
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for ( Ref < AudioStreamPlayback > & playback : stream_playbacks ) {
AudioServer : : get_singleton ( ) - > set_playback_pitch_scale ( playback , p_pitch_scale ) ;
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}
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}
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float AudioStreamPlayer2D : : get_pitch_scale ( ) const {
return pitch_scale ;
}
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void AudioStreamPlayer2D : : play ( float p_from_pos ) {
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if ( stream . is_null ( ) ) {
return ;
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}
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ERR_FAIL_COND_MSG ( ! is_inside_tree ( ) , " Playback can only happen when a node is inside the scene tree " ) ;
if ( stream - > is_monophonic ( ) & & is_playing ( ) ) {
stop ( ) ;
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}
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Ref < AudioStreamPlayback > stream_playback = stream - > instantiate_playback ( ) ;
ERR_FAIL_COND_MSG ( stream_playback . is_null ( ) , " Failed to instantiate playback. " ) ;
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stream_playbacks . push_back ( stream_playback ) ;
setplayback = stream_playback ;
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setplay . set ( p_from_pos ) ;
active . set ( ) ;
set_physics_process_internal ( true ) ;
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}
void AudioStreamPlayer2D : : seek ( float p_seconds ) {
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if ( is_playing ( ) ) {
stop ( ) ;
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play ( p_seconds ) ;
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}
}
void AudioStreamPlayer2D : : stop ( ) {
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setplay . set ( - 1 ) ;
for ( Ref < AudioStreamPlayback > & playback : stream_playbacks ) {
AudioServer : : get_singleton ( ) - > stop_playback_stream ( playback ) ;
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}
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stream_playbacks . clear ( ) ;
active . clear ( ) ;
set_physics_process_internal ( false ) ;
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}
bool AudioStreamPlayer2D : : is_playing ( ) const {
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for ( const Ref < AudioStreamPlayback > & playback : stream_playbacks ) {
if ( AudioServer : : get_singleton ( ) - > is_playback_active ( playback ) ) {
return true ;
}
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}
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if ( setplay . get ( ) > = 0 ) {
return true ; // play() has been called this frame, but no playback exists just yet.
}
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return false ;
}
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float AudioStreamPlayer2D : : get_playback_position ( ) {
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// Return the playback position of the most recently started playback stream.
if ( ! stream_playbacks . is_empty ( ) ) {
return AudioServer : : get_singleton ( ) - > get_playback_position ( stream_playbacks [ stream_playbacks . size ( ) - 1 ] ) ;
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}
return 0 ;
}
void AudioStreamPlayer2D : : set_bus ( const StringName & p_bus ) {
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default_bus = p_bus ; // This will be pushed to the audio server during the next physics timestep, which is fast enough.
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}
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StringName AudioStreamPlayer2D : : get_bus ( ) const {
for ( int i = 0 ; i < AudioServer : : get_singleton ( ) - > get_bus_count ( ) ; i + + ) {
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if ( AudioServer : : get_singleton ( ) - > get_bus_name ( i ) = = default_bus ) {
return default_bus ;
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}
}
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return SNAME ( " Master " ) ;
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}
void AudioStreamPlayer2D : : set_autoplay ( bool p_enable ) {
autoplay = p_enable ;
}
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bool AudioStreamPlayer2D : : is_autoplay_enabled ( ) {
return autoplay ;
}
void AudioStreamPlayer2D : : _set_playing ( bool p_enable ) {
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if ( p_enable ) {
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play ( ) ;
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} else {
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stop ( ) ;
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}
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}
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bool AudioStreamPlayer2D : : _is_active ( ) const {
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return active . is_set ( ) ;
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}
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void AudioStreamPlayer2D : : _validate_property ( PropertyInfo & p_property ) const {
if ( p_property . name = = " bus " ) {
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String options ;
for ( int i = 0 ; i < AudioServer : : get_singleton ( ) - > get_bus_count ( ) ; i + + ) {
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if ( i > 0 ) {
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options + = " , " ;
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}
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String name = AudioServer : : get_singleton ( ) - > get_bus_name ( i ) ;
options + = name ;
}
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p_property . hint_string = options ;
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}
}
void AudioStreamPlayer2D : : _bus_layout_changed ( ) {
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notify_property_list_changed ( ) ;
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}
void AudioStreamPlayer2D : : set_max_distance ( float p_pixels ) {
ERR_FAIL_COND ( p_pixels < = 0.0 ) ;
max_distance = p_pixels ;
}
float AudioStreamPlayer2D : : get_max_distance ( ) const {
return max_distance ;
}
void AudioStreamPlayer2D : : set_attenuation ( float p_curve ) {
attenuation = p_curve ;
}
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float AudioStreamPlayer2D : : get_attenuation ( ) const {
return attenuation ;
}
void AudioStreamPlayer2D : : set_area_mask ( uint32_t p_mask ) {
area_mask = p_mask ;
}
uint32_t AudioStreamPlayer2D : : get_area_mask ( ) const {
return area_mask ;
}
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void AudioStreamPlayer2D : : set_stream_paused ( bool p_pause ) {
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// TODO this does not have perfect recall, fix that maybe? If there are zero playbacks registered with the AudioServer, this bool isn't persisted.
for ( Ref < AudioStreamPlayback > & playback : stream_playbacks ) {
AudioServer : : get_singleton ( ) - > set_playback_paused ( playback , p_pause ) ;
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}
}
bool AudioStreamPlayer2D : : get_stream_paused ( ) const {
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// There's currently no way to pause some playback streams but not others. Check the first and don't bother looking at the rest.
if ( ! stream_playbacks . is_empty ( ) ) {
return AudioServer : : get_singleton ( ) - > is_playback_paused ( stream_playbacks [ 0 ] ) ;
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}
return false ;
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}
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bool AudioStreamPlayer2D : : has_stream_playback ( ) {
return ! stream_playbacks . is_empty ( ) ;
}
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Ref < AudioStreamPlayback > AudioStreamPlayer2D : : get_stream_playback ( ) {
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ERR_FAIL_COND_V_MSG ( stream_playbacks . is_empty ( ) , Ref < AudioStreamPlayback > ( ) , " Player is inactive. Call play() before requesting get_stream_playback(). " ) ;
return stream_playbacks [ stream_playbacks . size ( ) - 1 ] ;
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}
void AudioStreamPlayer2D : : set_max_polyphony ( int p_max_polyphony ) {
if ( p_max_polyphony > 0 ) {
max_polyphony = p_max_polyphony ;
}
}
int AudioStreamPlayer2D : : get_max_polyphony ( ) const {
return max_polyphony ;
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}
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void AudioStreamPlayer2D : : set_panning_strength ( float p_panning_strength ) {
ERR_FAIL_COND_MSG ( p_panning_strength < 0 , " Panning strength must be a positive number. " ) ;
panning_strength = p_panning_strength ;
}
float AudioStreamPlayer2D : : get_panning_strength ( ) const {
return panning_strength ;
}
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void AudioStreamPlayer2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_stream " , " stream " ) , & AudioStreamPlayer2D : : set_stream ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_stream " ) , & AudioStreamPlayer2D : : get_stream ) ;
ClassDB : : bind_method ( D_METHOD ( " set_volume_db " , " volume_db " ) , & AudioStreamPlayer2D : : set_volume_db ) ;
ClassDB : : bind_method ( D_METHOD ( " get_volume_db " ) , & AudioStreamPlayer2D : : get_volume_db ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_pitch_scale " , " pitch_scale " ) , & AudioStreamPlayer2D : : set_pitch_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_pitch_scale " ) , & AudioStreamPlayer2D : : get_pitch_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " play " , " from_position " ) , & AudioStreamPlayer2D : : play , DEFVAL ( 0.0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " seek " , " to_position " ) , & AudioStreamPlayer2D : : seek ) ;
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ClassDB : : bind_method ( D_METHOD ( " stop " ) , & AudioStreamPlayer2D : : stop ) ;
ClassDB : : bind_method ( D_METHOD ( " is_playing " ) , & AudioStreamPlayer2D : : is_playing ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_playback_position " ) , & AudioStreamPlayer2D : : get_playback_position ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_bus " , " bus " ) , & AudioStreamPlayer2D : : set_bus ) ;
ClassDB : : bind_method ( D_METHOD ( " get_bus " ) , & AudioStreamPlayer2D : : get_bus ) ;
ClassDB : : bind_method ( D_METHOD ( " set_autoplay " , " enable " ) , & AudioStreamPlayer2D : : set_autoplay ) ;
ClassDB : : bind_method ( D_METHOD ( " is_autoplay_enabled " ) , & AudioStreamPlayer2D : : is_autoplay_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " _set_playing " , " enable " ) , & AudioStreamPlayer2D : : _set_playing ) ;
ClassDB : : bind_method ( D_METHOD ( " _is_active " ) , & AudioStreamPlayer2D : : _is_active ) ;
ClassDB : : bind_method ( D_METHOD ( " set_max_distance " , " pixels " ) , & AudioStreamPlayer2D : : set_max_distance ) ;
ClassDB : : bind_method ( D_METHOD ( " get_max_distance " ) , & AudioStreamPlayer2D : : get_max_distance ) ;
ClassDB : : bind_method ( D_METHOD ( " set_attenuation " , " curve " ) , & AudioStreamPlayer2D : : set_attenuation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_attenuation " ) , & AudioStreamPlayer2D : : get_attenuation ) ;
ClassDB : : bind_method ( D_METHOD ( " set_area_mask " , " mask " ) , & AudioStreamPlayer2D : : set_area_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " get_area_mask " ) , & AudioStreamPlayer2D : : get_area_mask ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_stream_paused " , " pause " ) , & AudioStreamPlayer2D : : set_stream_paused ) ;
ClassDB : : bind_method ( D_METHOD ( " get_stream_paused " ) , & AudioStreamPlayer2D : : get_stream_paused ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_max_polyphony " , " max_polyphony " ) , & AudioStreamPlayer2D : : set_max_polyphony ) ;
ClassDB : : bind_method ( D_METHOD ( " get_max_polyphony " ) , & AudioStreamPlayer2D : : get_max_polyphony ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_panning_strength " , " panning_strength " ) , & AudioStreamPlayer2D : : set_panning_strength ) ;
ClassDB : : bind_method ( D_METHOD ( " get_panning_strength " ) , & AudioStreamPlayer2D : : get_panning_strength ) ;
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ClassDB : : bind_method ( D_METHOD ( " has_stream_playback " ) , & AudioStreamPlayer2D : : has_stream_playback ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_stream_playback " ) , & AudioStreamPlayer2D : : get_stream_playback ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " stream " , PROPERTY_HINT_RESOURCE_TYPE , " AudioStream " ) , " set_stream " , " get_stream " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " volume_db " , PROPERTY_HINT_RANGE , " -80,24,suffix:dB " ) , " set_volume_db " , " get_volume_db " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " pitch_scale " , PROPERTY_HINT_RANGE , " 0.01,4,0.01,or_greater " ) , " set_pitch_scale " , " get_pitch_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " playing " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_EDITOR ) , " _set_playing " , " is_playing " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " autoplay " ) , " set_autoplay " , " is_autoplay_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " stream_paused " , PROPERTY_HINT_NONE , " " ) , " set_stream_paused " , " get_stream_paused " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " max_distance " , PROPERTY_HINT_RANGE , " 1,4096,1,or_greater,exp,suffix:px " ) , " set_max_distance " , " get_max_distance " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " attenuation " , PROPERTY_HINT_EXP_EASING , " attenuation " ) , " set_attenuation " , " get_attenuation " ) ;
2021-08-28 04:51:03 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max_polyphony " , PROPERTY_HINT_NONE , " " ) , " set_max_polyphony " , " get_max_polyphony " ) ;
2022-03-06 16:53:56 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " panning_strength " , PROPERTY_HINT_RANGE , " 0,3,0.01,or_greater " ) , " set_panning_strength " , " get_panning_strength " ) ;
2020-02-20 21:58:05 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " bus " , PROPERTY_HINT_ENUM , " " ) , " set_bus " , " get_bus " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " area_mask " , PROPERTY_HINT_LAYERS_2D_PHYSICS ) , " set_area_mask " , " get_area_mask " ) ;
2017-08-25 14:58:21 +00:00
ADD_SIGNAL ( MethodInfo ( " finished " ) ) ;
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}
AudioStreamPlayer2D : : AudioStreamPlayer2D ( ) {
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AudioServer : : get_singleton ( ) - > connect ( " bus_layout_changed " , callable_mp ( this , & AudioStreamPlayer2D : : _bus_layout_changed ) ) ;
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cached_global_panning_strength = GLOBAL_GET ( " audio/general/2d_panning_strength " ) ;
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set_hide_clip_children ( true ) ;
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}
AudioStreamPlayer2D : : ~ AudioStreamPlayer2D ( ) {
}