d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
125 lines
4.1 KiB
C++
125 lines
4.1 KiB
C++
/*************************************************************************/
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/* stream_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) 2007-2017 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 STREAM_PLAYER_H
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#define STREAM_PLAYER_H
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#include "scene/resources/audio_stream.h"
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#include "scene/main/node.h"
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#include "servers/audio/audio_rb_resampler.h"
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class StreamPlayer : public Node {
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OBJ_TYPE(StreamPlayer,Node);
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//_THREAD_SAFE_CLASS_
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struct InternalStream : public AudioServer::AudioStream {
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StreamPlayer *player;
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virtual int get_channel_count() const;
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virtual void set_mix_rate(int p_rate); //notify the stream of the mix rate
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virtual bool mix(int32_t *p_buffer,int p_frames);
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virtual void update();
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};
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InternalStream internal_stream;
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Ref<AudioStreamPlayback> playback;
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Ref<AudioStream> stream;
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int sp_get_channel_count() const;
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void sp_set_mix_rate(int p_rate); //notify the stream of the mix rate
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bool sp_mix(int32_t *p_buffer,int p_frames);
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void sp_update();
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int server_mix_rate;
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RID stream_rid;
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bool paused;
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bool autoplay;
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bool loops;
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float volume;
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float loop_point;
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int buffering_ms;
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volatile bool stop_request;
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float resume_pos;
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AudioRBResampler resampler;
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void _do_stop();
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bool _play;
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void _set_play(bool p_play);
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bool _get_play() const;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_stream(const Ref<AudioStream> &p_stream);
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Ref<AudioStream> get_stream() const;
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void play(float p_from_offset=0);
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void stop();
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bool is_playing() const;
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void set_paused(bool p_paused);
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bool is_paused() const;
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void set_loop(bool p_enable);
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bool has_loop() const;
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void set_volume(float p_vol);
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float get_volume() const;
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void set_loop_restart_time(float p_secs);
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float get_loop_restart_time() const;
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void set_volume_db(float p_db);
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float get_volume_db() const;
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String get_stream_name() const;
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int get_loop_count() const;
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float get_pos() const;
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void seek_pos(float p_time);
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float get_length() const;
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void set_autoplay(bool p_vol);
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bool has_autoplay() const;
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void set_buffering_msec(int p_msec);
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int get_buffering_msec() const;
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StreamPlayer();
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~StreamPlayer();
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};
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#endif // AUDIO_STREAM_PLAYER_H
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