godot/scene/resources/event_stream.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
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)
2017-01-12 19:15:30 +01:00

119 lines
4.0 KiB
C++

/*************************************************************************/
/* event_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 EVENT_STREAM_H
#define EVENT_STREAM_H
#include "resource.h"
#include "servers/audio_server.h"
class EventStreamPlayback : public Reference {
OBJ_TYPE(EventStreamPlayback,Reference);
class InternalEventStream : public AudioServer::EventStream {
public:
AudioMixer *_get_mixer(){ return get_mixer(); }
EventStreamPlayback *playback;
virtual void update(uint64_t p_usec) {
playback->_update(get_mixer(),p_usec);
}
virtual ~InternalEventStream() {}
};
InternalEventStream estream;
RID stream;
bool playing;
protected:
virtual AudioMixer* _get_mixer() { return estream._get_mixer(); }
virtual Error _play()=0;
virtual bool _update(AudioMixer* p_mixer, uint64_t p_usec)=0;
virtual void _stop()=0;
public:
virtual Error play();
virtual void stop();
virtual bool is_playing() const;
virtual void set_paused(bool p_paused)=0;
virtual bool is_paused() const=0;
virtual void set_loop(bool p_loop)=0;
virtual bool is_loop_enabled() const=0;
virtual int get_loop_count() const=0;
virtual float get_pos() const=0;
virtual void seek_pos(float p_time)=0;
virtual void set_volume(float p_vol)=0;
virtual float get_volume() const=0;
virtual void set_pitch_scale(float p_pitch_scale)=0;
virtual float get_pitch_scale() const=0;
virtual void set_tempo_scale(float p_tempo_scale)=0;
virtual float get_tempo_scale() const=0;
virtual void set_channel_volume(int p_channel,float p_volume)=0;
virtual float get_channel_volume(int p_channel) const=0;
virtual float get_last_note_time(int p_channel) const=0;
EventStreamPlayback();
~EventStreamPlayback();
};
class EventStream : public Resource {
OBJ_TYPE(EventStream,Resource);
OBJ_SAVE_TYPE( EventStream ); //children are all saved as EventStream, so they can be exchanged
public:
virtual Ref<EventStreamPlayback> instance_playback()=0;
virtual String get_stream_name() const=0;
virtual float get_length() const=0;
virtual int get_channel_count() const=0;
EventStream();
};
#endif // EVENT_STREAM_H