/*************************************************************************/ /* audio_player.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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 AUDIOPLAYER_H #define AUDIOPLAYER_H #include "scene/main/node.h" #include "servers/audio/audio_stream.h" class AudioPlayer : public Node { GDCLASS( AudioPlayer, Node ) public: enum MixTarget { MIX_TARGET_STEREO, MIX_TARGET_SURROUND, MIX_TARGET_CENTER }; private: Ref stream_playback; Ref stream; Vector mix_buffer; volatile float setseek; volatile bool active; float mix_volume_db; float volume_db; bool autoplay; StringName bus; MixTarget mix_target; void _mix_audio(); static void _mix_audios(void *self) { reinterpret_cast(self)->_mix_audio(); } void _set_playing(bool p_enable); bool _is_active() const; void _bus_layout_changed(); protected: void _validate_property(PropertyInfo& property) const; void _notification(int p_what); static void _bind_methods(); public: void set_stream(Ref p_stream); Ref get_stream() const; void set_volume_db(float p_volume); float get_volume_db() const; void play(float p_from_pos=0.0); void seek(float p_seconds); void stop(); bool is_playing() const; float get_pos(); void set_bus(const StringName& p_bus); StringName get_bus() const; void set_autoplay(bool p_enable); bool is_autoplay_enabled(); void set_mix_target(MixTarget p_target); MixTarget get_mix_target() const; AudioPlayer(); ~AudioPlayer(); }; VARIANT_ENUM_CAST(AudioPlayer::MixTarget) #endif // AUDIOPLAYER_H