/*************************************************************************/ /* audio_stream_player_3d.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_STREAM_PLAYER_3D_H #define AUDIO_STREAM_PLAYER_3D_H #include "core/safe_refcount.h" #include "scene/3d/spatial.h" #include "scene/3d/spatial_velocity_tracker.h" #include "servers/audio/audio_filter_sw.h" #include "servers/audio/audio_stream.h" #include "servers/audio_server.h" class Camera; class AudioStreamPlayer3D : public Spatial { GDCLASS(AudioStreamPlayer3D, Spatial); public: enum AttenuationModel { ATTENUATION_INVERSE_DISTANCE, ATTENUATION_INVERSE_SQUARE_DISTANCE, ATTENUATION_LOGARITHMIC, ATTENUATION_DISABLED, }; enum OutOfRangeMode { OUT_OF_RANGE_MIX, OUT_OF_RANGE_PAUSE, }; enum DopplerTracking { DOPPLER_TRACKING_DISABLED, DOPPLER_TRACKING_IDLE_STEP, DOPPLER_TRACKING_PHYSICS_STEP }; private: enum { MAX_OUTPUTS = 8, MAX_INTERSECT_AREAS = 32 }; struct Output { AudioFilterSW filter; AudioFilterSW::Processor filter_process[8]; AudioFrame vol[4]; float filter_gain; float pitch_scale; int bus_index; int reverb_bus_index; AudioFrame reverb_vol[4]; Viewport *viewport; //pointer only used for reference to previous mix Output() { filter_gain = 0; viewport = nullptr; reverb_bus_index = -1; bus_index = -1; } }; Output outputs[MAX_OUTPUTS]; SafeNumeric output_count; SafeFlag output_ready; //these are used by audio thread to have a reference of previous volumes (for ramping volume and avoiding clicks) Output prev_outputs[MAX_OUTPUTS]; int prev_output_count; Ref stream_playback; Ref stream; Vector mix_buffer; SafeNumeric setseek; SafeFlag active; SafeNumeric setplay; AttenuationModel attenuation_model; float unit_db; float unit_size; float max_db; float pitch_scale; bool autoplay; bool stream_paused; bool stream_paused_fade_in; bool stream_paused_fade_out; StringName bus; static void _calc_output_vol(const Vector3 &source_dir, real_t tightness, Output &output); 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(); uint32_t area_mask; bool emission_angle_enabled; float emission_angle; float emission_angle_filter_attenuation_db; float attenuation_filter_cutoff_hz; float attenuation_filter_db; float max_distance; Ref velocity_tracker; DopplerTracking doppler_tracking; OutOfRangeMode out_of_range_mode; float _get_attenuation_db(float p_distance) const; 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_unit_db(float p_volume); float get_unit_db() const; void set_unit_size(float p_volume); float get_unit_size() const; void set_max_db(float p_boost); float get_max_db() const; void set_pitch_scale(float p_pitch_scale); float get_pitch_scale() const; void play(float p_from_pos = 0.0); void seek(float p_seconds); void stop(); bool is_playing() const; float get_playback_position(); void set_bus(const StringName &p_bus); StringName get_bus() const; void set_autoplay(bool p_enable); bool is_autoplay_enabled(); void set_max_distance(float p_metres); float get_max_distance() const; void set_area_mask(uint32_t p_mask); uint32_t get_area_mask() const; void set_emission_angle_enabled(bool p_enable); bool is_emission_angle_enabled() const; void set_emission_angle(float p_angle); float get_emission_angle() const; void set_emission_angle_filter_attenuation_db(float p_angle_attenuation_db); float get_emission_angle_filter_attenuation_db() const; void set_attenuation_filter_cutoff_hz(float p_hz); float get_attenuation_filter_cutoff_hz() const; void set_attenuation_filter_db(float p_db); float get_attenuation_filter_db() const; void set_attenuation_model(AttenuationModel p_model); AttenuationModel get_attenuation_model() const; void set_out_of_range_mode(OutOfRangeMode p_mode); OutOfRangeMode get_out_of_range_mode() const; void set_doppler_tracking(DopplerTracking p_tracking); DopplerTracking get_doppler_tracking() const; void set_stream_paused(bool p_pause); bool get_stream_paused() const; Ref get_stream_playback(); AudioStreamPlayer3D(); ~AudioStreamPlayer3D(); }; VARIANT_ENUM_CAST(AudioStreamPlayer3D::AttenuationModel) VARIANT_ENUM_CAST(AudioStreamPlayer3D::OutOfRangeMode) VARIANT_ENUM_CAST(AudioStreamPlayer3D::DopplerTracking) #endif // AUDIO_STREAM_PLAYER_3D_H