godot/servers/audio/effects/audio_effect_capture.h

90 lines
3.7 KiB
C++

/**************************************************************************/
/* audio_effect_capture.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 AUDIO_EFFECT_CAPTURE_H
#define AUDIO_EFFECT_CAPTURE_H
#include "core/engine.h"
#include "core/math/audio_frame.h"
#include "core/pool_vector.h"
#include "core/reference.h"
#include "core/ring_buffer.h"
#include "servers/audio/audio_effect.h"
#include "servers/audio_server.h"
class AudioEffectCapture;
class AudioEffectCaptureInstance : public AudioEffectInstance {
GDCLASS(AudioEffectCaptureInstance, AudioEffectInstance);
friend class AudioEffectCapture;
Ref<AudioEffectCapture> base;
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
virtual bool process_silence() const;
};
class AudioEffectCapture : public AudioEffect {
GDCLASS(AudioEffectCapture, AudioEffect)
friend class AudioEffectCaptureInstance;
RingBuffer<AudioFrame> buffer;
uint64_t discarded_frames;
uint64_t pushed_frames;
float buffer_length_seconds;
bool buffer_initialized;
protected:
static void _bind_methods();
public:
AudioEffectCapture() {
discarded_frames = 0;
pushed_frames = 0;
buffer_length_seconds = 0.1f;
buffer_initialized = false;
}
virtual Ref<AudioEffectInstance> instance();
void set_buffer_length(float p_buffer_length_seconds);
float get_buffer_length();
bool can_get_buffer(int p_frames) const;
PoolVector2Array get_buffer(int p_len);
void clear_buffer();
int get_frames_available() const;
int64_t get_discarded_frames() const;
int get_buffer_length_frames() const;
int64_t get_pushed_frames() const;
};
#endif // AUDIO_EFFECT_CAPTURE_H