2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* sample_library.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2018-01-02 10:27:24 +00:00
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SAMPLE_LIBRARY_H
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#define SAMPLE_LIBRARY_H
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#include "map.h"
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2014-02-10 01:10:30 +00:00
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#include "resource.h"
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#include "scene/resources/sample.h"
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class SampleLibrary : public Resource {
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OBJ_TYPE(SampleLibrary, Resource);
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struct SampleData {
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Ref<Sample> sample;
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float db;
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float pitch_scale;
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int priority;
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SampleData() {
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db = 0;
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pitch_scale = 1;
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priority = 0;
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}
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};
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Map<StringName, SampleData> sample_map;
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Array _get_sample_list() const;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void add_sample(const StringName &p_name, const Ref<Sample> &p_sample);
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bool has_sample(const StringName &p_name) const;
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void sample_set_volume_db(const StringName &p_name, float p_db);
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float sample_get_volume_db(const StringName &p_name) const;
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void sample_set_pitch_scale(const StringName &p_name, float p_pitch);
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float sample_get_pitch_scale(const StringName &p_name) const;
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void sample_set_priority(const StringName &p_name, int p_priority);
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int sample_get_priority(const StringName &p_name) const;
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Ref<Sample> get_sample(const StringName &p_name) const;
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void get_sample_list(List<StringName> *p_samples) const;
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void remove_sample(const StringName &p_name);
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StringName get_sample_idx(int p_idx) const;
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SampleLibrary();
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};
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#endif // SAMPLE_LIBRARY_H
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