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
)
166 lines
4.9 KiB
C++
166 lines
4.9 KiB
C++
/*************************************************************************/
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/* audio_stream_resampled.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 AUDIO_STREAM_RESAMPLED_H
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#define AUDIO_STREAM_RESAMPLED_H
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#include "scene/resources/audio_stream.h"
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#if 0
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class AudioStreamResampled : public AudioStream {
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OBJ_TYPE(AudioStreamResampled,AudioStream);
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uint32_t rb_bits;
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uint32_t rb_len;
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uint32_t rb_mask;
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uint32_t read_buff_len;
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uint32_t channels;
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uint32_t mix_rate;
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volatile int rb_read_pos;
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volatile int rb_write_pos;
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int32_t offset; //contains the fractional remainder of the resampler
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enum {
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MIX_FRAC_BITS=13,
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MIX_FRAC_LEN=(1<<MIX_FRAC_BITS),
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MIX_FRAC_MASK=MIX_FRAC_LEN-1,
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};
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int16_t *read_buf;
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int16_t *rb;
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template<int C>
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uint32_t _resample(int32_t *p_dest,int p_todo,int32_t p_increment);
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protected:
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_FORCE_INLINE_ int get_total() const {
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return rb_len;
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}
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_FORCE_INLINE_ int get_todo() const { //return amount of frames to mix
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int todo;
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int read_pos_cache=rb_read_pos;
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if (read_pos_cache==rb_write_pos) {
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todo=rb_len-1;
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} else if (read_pos_cache>rb_write_pos) {
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todo=read_pos_cache-rb_write_pos-1;
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} else {
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todo=(rb_len-rb_write_pos)+read_pos_cache-1;
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}
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return todo;
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}
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//Stream virtual funcs
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virtual int get_channel_count() const;
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virtual bool mix(int32_t *p_dest, int p_frames);
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_FORCE_INLINE_ void _flush() {
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rb_read_pos=0;
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rb_write_pos=0;
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}
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_FORCE_INLINE_ int16_t *get_write_buffer() { return read_buf; }
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_FORCE_INLINE_ void write(uint32_t p_frames) {
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ERR_FAIL_COND(p_frames >= rb_len);
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switch(channels) {
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case 1: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ rb_write_pos ] = read_buf[i];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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case 2: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ (rb_write_pos<<1)+0 ] = read_buf[(i<<1)+0];
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rb[ (rb_write_pos<<1)+1 ] = read_buf[(i<<1)+1];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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case 4: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ (rb_write_pos<<2)+0 ] = read_buf[(i<<2)+0];
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rb[ (rb_write_pos<<2)+1 ] = read_buf[(i<<2)+1];
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rb[ (rb_write_pos<<2)+2 ] = read_buf[(i<<2)+2];
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rb[ (rb_write_pos<<2)+3 ] = read_buf[(i<<2)+3];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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case 6: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ (rb_write_pos*6)+0 ] = read_buf[(i*6)+0];
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rb[ (rb_write_pos*6)+1 ] = read_buf[(i*6)+1];
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rb[ (rb_write_pos*6)+2 ] = read_buf[(i*6)+2];
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rb[ (rb_write_pos*6)+3 ] = read_buf[(i*6)+3];
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rb[ (rb_write_pos*6)+4 ] = read_buf[(i*6)+4];
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rb[ (rb_write_pos*6)+5 ] = read_buf[(i*6)+5];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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}
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}
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virtual bool _can_mix() const =0;
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_FORCE_INLINE_ bool _is_ready() const{
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return rb!=NULL;
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}
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Error _setup(int p_channels,int p_mix_rate,int p_minbuff_needed=-1);
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void _clear();
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public:
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AudioStreamResampled();
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~AudioStreamResampled();
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};
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#endif
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#endif // AUDIO_STREAM_RESAMPLED_H
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