/*************************************************************************/ /* sample_player.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 SAMPLE_PLAYER_H #define SAMPLE_PLAYER_H #include "scene/main/node.h" #include "scene/resources/sample_library.h" class SamplePlayer : public Node { OBJ_TYPE(SamplePlayer, Node); OBJ_CATEGORY("Audio Nodes"); public: enum FilterType { FILTER_NONE, FILTER_LOWPASS, FILTER_BANDPASS, FILTER_HIPASS, FILTER_NOTCH, FILTER_PEAK, FILTER_BANDLIMIT, ///< cutoff is LP resonace is HP FILTER_LOW_SHELF, FILTER_HIGH_SHELF, }; enum ReverbRoomType { REVERB_SMALL, REVERB_MEDIUM, REVERB_LARGE, REVERB_HALL }; enum { INVALID_VOICE_ID = 0xFFFFFFFF }; typedef uint32_t VoiceID; private: Ref library; struct Voice { RID voice; uint32_t check; bool active; int priority; int sample_mix_rate; int mix_rate; float volume; float pan; float pan_depth; float pan_height; FilterType filter_type; float filter_cutoff; float filter_resonance; float filter_gain; float chorus_send; ReverbRoomType reverb_room; float reverb_send; void clear(); Voice(); ~Voice(); }; Vector voices; struct Default { float reverb_send; float pitch_scale; float volume_db; float pan; float depth; float height; FilterType filter_type; float filter_cutoff; float filter_resonance; float filter_gain; float chorus_send; ReverbRoomType reverb_room; } _default; uint32_t last_id; uint16_t last_check; String played_back; 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 set_sample_library(const Ref &p_library); Ref get_sample_library() const; void set_polyphony(int p_voice_count); int get_polyphony() const; VoiceID play(const String &p_name, bool unique = false); void stop(VoiceID p_voice); void stop_all(); bool is_voice_active(VoiceID) const; bool is_active() const; void set_mix_rate(VoiceID p_voice, int p_mix_rate); void set_pitch_scale(VoiceID p_voice, float p_pitch_scale); void set_volume(VoiceID p_voice, float p_volume); void set_volume_db(VoiceID p_voice, float p_db); void set_pan(VoiceID p_voice, float p_pan, float p_pan_depth = 0, float p_pan_height = 0); void set_filter(VoiceID p_voice, FilterType p_filter, float p_cutoff, float p_resonance, float p_gain); void set_chorus(VoiceID p_voice, float p_send); void set_reverb(VoiceID p_voice, ReverbRoomType p_room, float p_send); int get_mix_rate(VoiceID p_voice) const; float get_pitch_scale(VoiceID p_voice) const; float get_volume(VoiceID p_voice) const; float get_volume_db(VoiceID p_voice) const; float get_pan(VoiceID p_voice) const; float get_pan_depth(VoiceID p_voice) const; float get_pan_height(VoiceID p_voice) const; FilterType get_filter_type(VoiceID p_voice) const; float get_filter_cutoff(VoiceID p_voice) const; float get_filter_resonance(VoiceID p_voice) const; float get_filter_gain(VoiceID p_voice) const; float get_chorus(VoiceID p_voice) const; ReverbRoomType get_reverb_room(VoiceID p_voice) const; float get_reverb(VoiceID p_voice) const; void set_default_pitch_scale(float p_pitch_scale); void set_default_volume(float p_volume); void set_default_volume_db(float p_db); void set_default_pan(float p_pan, float p_pan_depth = 0, float p_pan_height = 0); void set_default_filter(FilterType p_filter, float p_cutoff, float p_resonance, float p_gain); void set_default_chorus(float p_send); void set_default_reverb(ReverbRoomType p_room, float p_send); float get_default_volume() const; float get_default_volume_db() const; float get_default_pitch_scale() const; float get_default_pan() const; float get_default_pan_depth() const; float get_default_pan_height() const; FilterType get_default_filter_type() const; float get_default_filter_cutoff() const; float get_default_filter_resonance() const; float get_default_filter_gain() const; float get_default_chorus() const; ReverbRoomType get_default_reverb_room() const; float get_default_reverb() const; String get_configuration_warning() const; SamplePlayer(); ~SamplePlayer(); }; VARIANT_ENUM_CAST(SamplePlayer::FilterType); VARIANT_ENUM_CAST(SamplePlayer::ReverbRoomType); #endif // SAMPLE_PLAYER_H