199 lines
6.2 KiB
C++
199 lines
6.2 KiB
C++
/*************************************************************************/
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/* sample_player.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 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 SAMPLE_PLAYER_H
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#define SAMPLE_PLAYER_H
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#include "scene/main/node.h"
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#include "scene/resources/sample_library.h"
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class SamplePlayer : public Node {
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OBJ_TYPE( SamplePlayer, Node );
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OBJ_CATEGORY("Audio Nodes");
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public:
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enum FilterType {
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FILTER_NONE,
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FILTER_LOWPASS,
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FILTER_BANDPASS,
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FILTER_HIPASS,
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FILTER_NOTCH,
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FILTER_PEAK,
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FILTER_BANDLIMIT, ///< cutoff is LP resonace is HP
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FILTER_LOW_SHELF,
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FILTER_HIGH_SHELF,
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};
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enum ReverbRoomType {
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REVERB_SMALL,
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REVERB_MEDIUM,
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REVERB_LARGE,
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REVERB_HALL
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};
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enum {
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INVALID_VOICE_ID=0xFFFFFFFF
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};
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typedef uint32_t VoiceID;
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private:
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Ref<SampleLibrary> library;
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struct Voice {
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RID voice;
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uint32_t check;
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bool active;
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int sample_mix_rate;
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int mix_rate;
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float volume;
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float pan;
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float pan_depth;
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float pan_height;
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FilterType filter_type;
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float filter_cutoff;
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float filter_resonance;
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float filter_gain;
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float chorus_send;
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ReverbRoomType reverb_room;
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float reverb_send;
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void clear();
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Voice();
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~Voice();
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};
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Vector<Voice> voices;
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struct Default {
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float reverb_send;
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float pitch_scale;
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float volume_db;
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float pan;
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float depth;
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float height;
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FilterType filter_type;
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float filter_cutoff;
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float filter_resonance;
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float filter_gain;
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float chorus_send;
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ReverbRoomType reverb_room;
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} _default;
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uint32_t last_id;
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uint16_t last_check;
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String played_back;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void set_sample_library(const Ref<SampleLibrary>& p_library);
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Ref<SampleLibrary> get_sample_library() const;
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void set_polyphony(int p_voice_count);
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int get_polyphony() const;
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VoiceID play(const String& p_name,bool unique=false);
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void stop(VoiceID p_voice);
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void stop_all();
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bool is_voice_active(VoiceID) const;
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bool is_active() const;
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void set_mix_rate(VoiceID p_voice, int p_mix_rate);
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void set_pitch_scale(VoiceID p_voice, float p_pitch_scale);
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void set_volume(VoiceID p_voice, float p_volume);
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void set_volume_db(VoiceID p_voice, float p_db);
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void set_pan(VoiceID p_voice, float p_pan,float p_pan_depth=0,float p_pan_height=0);
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void set_filter(VoiceID p_voice,FilterType p_filter,float p_cutoff,float p_resonance,float p_gain);
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void set_chorus(VoiceID p_voice,float p_send);
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void set_reverb(VoiceID p_voice,ReverbRoomType p_room,float p_send);
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int get_mix_rate(VoiceID p_voice) const;
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float get_pitch_scale(VoiceID p_voice) const;
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float get_volume(VoiceID p_voice) const;
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float get_volume_db(VoiceID p_voice) const;
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float get_pan(VoiceID p_voice) const;
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float get_pan_depth(VoiceID p_voice) const;
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float get_pan_height(VoiceID p_voice) const;
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FilterType get_filter_type(VoiceID p_voice) const;
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float get_filter_cutoff(VoiceID p_voice) const;
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float get_filter_resonance(VoiceID p_voice) const;
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float get_filter_gain(VoiceID p_voice) const;
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float get_chorus(VoiceID p_voice) const;
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float get_reverb_room(VoiceID p_voice) const;
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float get_reverb(VoiceID p_voice) const;
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void set_default_pitch_scale(float p_pitch_scale);
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void set_default_volume(float p_volume);
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void set_default_volume_db(float p_db);
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void set_default_pan(float p_pan,float p_pan_depth=0,float p_pan_height=0);
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void set_default_filter(FilterType p_filter,float p_cutoff,float p_resonance,float p_gain);
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void set_default_chorus(float p_send);
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void set_default_reverb(ReverbRoomType p_room,float p_send);
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float get_default_volume() const;
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float get_default_volume_db() const;
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float get_default_pitch_scale() const;
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float get_default_pan() const;
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float get_default_pan_depth() const;
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float get_default_pan_height() const;
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FilterType get_default_filter_type() const;
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float get_default_filter_cutoff() const;
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float get_default_filter_resonance() const;
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float get_default_filter_gain() const;
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float get_default_chorus() const;
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float get_default_reverb_room() const;
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float get_default_reverb() const;
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SamplePlayer();
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~SamplePlayer();
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};
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VARIANT_ENUM_CAST( SamplePlayer::FilterType );
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VARIANT_ENUM_CAST( SamplePlayer::ReverbRoomType );
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#endif // SAMPLE_PLAYER_H
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