90 lines
3.7 KiB
C++
90 lines
3.7 KiB
C++
/**************************************************************************/
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/* audio_effect_capture.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef AUDIO_EFFECT_CAPTURE_H
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#define AUDIO_EFFECT_CAPTURE_H
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#include "core/engine.h"
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#include "core/math/audio_frame.h"
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#include "core/pool_vector.h"
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#include "core/reference.h"
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#include "core/ring_buffer.h"
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#include "servers/audio/audio_effect.h"
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#include "servers/audio_server.h"
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class AudioEffectCapture;
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class AudioEffectCaptureInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectCaptureInstance, AudioEffectInstance);
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friend class AudioEffectCapture;
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Ref<AudioEffectCapture> base;
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public:
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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virtual bool process_silence() const;
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};
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class AudioEffectCapture : public AudioEffect {
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GDCLASS(AudioEffectCapture, AudioEffect)
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friend class AudioEffectCaptureInstance;
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RingBuffer<AudioFrame> buffer;
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uint64_t discarded_frames;
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uint64_t pushed_frames;
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float buffer_length_seconds;
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bool buffer_initialized;
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protected:
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static void _bind_methods();
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public:
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AudioEffectCapture() {
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discarded_frames = 0;
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pushed_frames = 0;
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buffer_length_seconds = 0.1f;
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buffer_initialized = false;
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}
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virtual Ref<AudioEffectInstance> instance();
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void set_buffer_length(float p_buffer_length_seconds);
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float get_buffer_length();
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bool can_get_buffer(int p_frames) const;
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PoolVector2Array get_buffer(int p_len);
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void clear_buffer();
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int get_frames_available() const;
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int64_t get_discarded_frames() const;
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int get_buffer_length_frames() const;
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int64_t get_pushed_frames() const;
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};
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#endif // AUDIO_EFFECT_CAPTURE_H
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