/*************************************************************************/ /* sample_library.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 SAMPLE_LIBRARY_H #define SAMPLE_LIBRARY_H #include "map.h" #include "resource.h" #include "scene/resources/sample.h" class SampleLibrary : public Resource { OBJ_TYPE(SampleLibrary, Resource); struct SampleData { Ref sample; float db; float pitch_scale; int priority; SampleData() { db = 0; pitch_scale = 1; priority = 0; } }; Map sample_map; Array _get_sample_list() const; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); public: void add_sample(const StringName &p_name, const Ref &p_sample); bool has_sample(const StringName &p_name) const; void sample_set_volume_db(const StringName &p_name, float p_db); float sample_get_volume_db(const StringName &p_name) const; void sample_set_pitch_scale(const StringName &p_name, float p_pitch); float sample_get_pitch_scale(const StringName &p_name) const; void sample_set_priority(const StringName &p_name, int p_priority); int sample_get_priority(const StringName &p_name) const; Ref get_sample(const StringName &p_name) const; void get_sample_list(List *p_samples) const; void remove_sample(const StringName &p_name); StringName get_sample_idx(int p_idx) const; SampleLibrary(); }; #endif // SAMPLE_LIBRARY_H