godot/servers/audio/effects/audio_effect_record.h

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/*************************************************************************/
/* audio_effect_record.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef AUDIO_EFFECT_RECORD_H
#define AUDIO_EFFECT_RECORD_H
#include "core/io/file_access.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/os/thread.h"
#include "scene/resources/audio_stream_wav.h"
#include "servers/audio/audio_effect.h"
#include "servers/audio_server.h"
class AudioEffectRecord;
class AudioEffectRecordInstance : public AudioEffectInstance {
GDCLASS(AudioEffectRecordInstance, AudioEffectInstance);
friend class AudioEffectRecord;
Ref<AudioEffectRecord> base;
bool is_recording;
Thread io_thread;
Vector<AudioFrame> ring_buffer;
Vector<float> recording_data;
unsigned int ring_buffer_pos;
unsigned int ring_buffer_mask;
unsigned int ring_buffer_read_pos;
void _io_thread_process();
void _io_store_buffer();
static void _thread_callback(void *_instance);
void _init_recording();
void _update_buffer();
static void _update(void *userdata);
public:
void init();
void finish();
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
virtual bool process_silence() const override;
AudioEffectRecordInstance() {}
~AudioEffectRecordInstance();
};
class AudioEffectRecord : public AudioEffect {
GDCLASS(AudioEffectRecord, AudioEffect);
friend class AudioEffectRecordInstance;
enum {
IO_BUFFER_SIZE_MS = 1500
};
bool recording_active;
Ref<AudioEffectRecordInstance> current_instance;
AudioStreamWAV::Format format;
void ensure_thread_stopped();
protected:
static void _bind_methods();
public:
Ref<AudioEffectInstance> instantiate() override;
void set_recording_active(bool p_record);
bool is_recording_active() const;
void set_format(AudioStreamWAV::Format p_format);
AudioStreamWAV::Format get_format() const;
Ref<AudioStreamWAV> get_recording() const;
AudioEffectRecord();
};
#endif // AUDIO_EFFECT_RECORD_H