/*************************************************************************/ /* audio_effect_capture.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_CAPTURE_H #define AUDIO_EFFECT_CAPTURE_H #include "core/engine.h" #include "core/math/audio_frame.h" #include "core/pool_vector.h" #include "core/reference.h" #include "core/ring_buffer.h" #include "servers/audio/audio_effect.h" #include "servers/audio_server.h" class AudioEffectCapture; class AudioEffectCaptureInstance : public AudioEffectInstance { GDCLASS(AudioEffectCaptureInstance, AudioEffectInstance); friend class AudioEffectCapture; Ref<AudioEffectCapture> base; public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); virtual bool process_silence() const; }; class AudioEffectCapture : public AudioEffect { GDCLASS(AudioEffectCapture, AudioEffect) friend class AudioEffectCaptureInstance; RingBuffer<AudioFrame> buffer; uint64_t discarded_frames; uint64_t pushed_frames; float buffer_length_seconds; bool buffer_initialized; protected: static void _bind_methods(); public: AudioEffectCapture() { discarded_frames = 0; pushed_frames = 0; buffer_length_seconds = 0.1f; buffer_initialized = false; } virtual Ref<AudioEffectInstance> instance(); void set_buffer_length(float p_buffer_length_seconds); float get_buffer_length(); bool can_get_buffer(int p_frames) const; PoolVector2Array get_buffer(int p_len); void clear_buffer(); int get_frames_available() const; int64_t get_discarded_frames() const; int get_buffer_length_frames() const; int64_t get_pushed_frames() const; }; #endif // AUDIO_EFFECT_CAPTURE_H