/**************************************************************************/ /* audio_effect_record.h */ /**************************************************************************/ /* 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. */ /* */ /* 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/marshalls.h" #include "core/os/file_access.h" #include "core/os/os.h" #include "core/os/thread.h" #include "editor/import/resource_importer_wav.h" #include "scene/resources/audio_stream_sample.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 _update_buffer(); static void _update(void *userdata); public: void init(); void finish(); virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); virtual bool process_silence() const; 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; AudioStreamSample::Format format; void ensure_thread_stopped(); protected: static void _bind_methods(); public: Ref<AudioEffectInstance> instance(); void set_recording_active(bool p_record); bool is_recording_active() const; void set_format(AudioStreamSample::Format p_format); AudioStreamSample::Format get_format() const; Ref<AudioStreamSample> get_recording() const; AudioEffectRecord(); }; #endif // AUDIO_EFFECT_RECORD_H