41a158af56
Add additional randomization options.
269 lines
8.6 KiB
C++
269 lines
8.6 KiB
C++
/*************************************************************************/
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/* audio_stream.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_H
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#define AUDIO_STREAM_H
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#include "core/io/image.h"
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#include "core/io/resource.h"
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#include "servers/audio/audio_filter_sw.h"
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#include "servers/audio_server.h"
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#include "core/object/gdvirtual.gen.inc"
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#include "core/object/script_language.h"
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#include "core/variant/native_ptr.h"
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class AudioStreamPlayback : public RefCounted {
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GDCLASS(AudioStreamPlayback, RefCounted);
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protected:
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static void _bind_methods();
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GDVIRTUAL1(_start, float)
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GDVIRTUAL0(_stop)
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GDVIRTUAL0RC(bool, _is_playing)
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GDVIRTUAL0RC(int, _get_loop_count)
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GDVIRTUAL0RC(float, _get_playback_position)
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GDVIRTUAL1(_seek, float)
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GDVIRTUAL3R(int, _mix, GDNativePtr<AudioFrame>, float, int)
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public:
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virtual void start(float p_from_pos = 0.0);
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virtual void stop();
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virtual bool is_playing() const;
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virtual int get_loop_count() const; //times it looped
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virtual float get_playback_position() const;
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virtual void seek(float p_time);
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virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
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};
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class AudioStreamPlaybackResampled : public AudioStreamPlayback {
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GDCLASS(AudioStreamPlaybackResampled, AudioStreamPlayback);
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enum {
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FP_BITS = 16, //fixed point used for resampling
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FP_LEN = (1 << FP_BITS),
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FP_MASK = FP_LEN - 1,
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INTERNAL_BUFFER_LEN = 256,
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CUBIC_INTERP_HISTORY = 4
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};
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AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
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unsigned int internal_buffer_end = -1;
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uint64_t mix_offset;
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protected:
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void _begin_resample();
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// Returns the number of frames that were mixed.
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virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) = 0;
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virtual float get_stream_sampling_rate() = 0;
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public:
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virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
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AudioStreamPlaybackResampled() { mix_offset = 0; }
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};
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class AudioStream : public Resource {
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GDCLASS(AudioStream, Resource);
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OBJ_SAVE_TYPE(AudioStream); // Saves derived classes with common type so they can be interchanged.
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protected:
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static void _bind_methods();
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GDVIRTUAL0RC(Ref<AudioStreamPlayback>, _instance_playback)
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GDVIRTUAL0RC(String, _get_stream_name)
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GDVIRTUAL0RC(float, _get_length)
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GDVIRTUAL0RC(bool, _is_monophonic)
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public:
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virtual Ref<AudioStreamPlayback> instance_playback();
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virtual String get_stream_name() const;
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virtual float get_length() const;
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virtual bool is_monophonic() const;
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};
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// Microphone
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class AudioStreamPlaybackMicrophone;
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class AudioStreamMicrophone : public AudioStream {
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GDCLASS(AudioStreamMicrophone, AudioStream);
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friend class AudioStreamPlaybackMicrophone;
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Set<AudioStreamPlaybackMicrophone *> playbacks;
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protected:
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static void _bind_methods();
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public:
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virtual Ref<AudioStreamPlayback> instance_playback() override;
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virtual String get_stream_name() const override;
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virtual float get_length() const override; //if supported, otherwise return 0
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virtual bool is_monophonic() const override;
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AudioStreamMicrophone();
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};
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class AudioStreamPlaybackMicrophone : public AudioStreamPlaybackResampled {
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GDCLASS(AudioStreamPlaybackMicrophone, AudioStreamPlaybackResampled);
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friend class AudioStreamMicrophone;
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bool active;
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unsigned int input_ofs;
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Ref<AudioStreamMicrophone> microphone;
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protected:
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virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
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virtual float get_stream_sampling_rate() override;
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public:
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virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
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virtual void start(float p_from_pos = 0.0) override;
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virtual void stop() override;
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virtual bool is_playing() const override;
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virtual int get_loop_count() const override; //times it looped
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virtual float get_playback_position() const override;
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virtual void seek(float p_time) override;
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~AudioStreamPlaybackMicrophone();
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AudioStreamPlaybackMicrophone();
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};
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//
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class AudioStreamPlaybackRandomizer;
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class AudioStreamRandomizer : public AudioStream {
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GDCLASS(AudioStreamRandomizer, AudioStream);
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public:
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enum PlaybackMode {
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PLAYBACK_RANDOM_NO_REPEATS,
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PLAYBACK_RANDOM,
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PLAYBACK_SEQUENTIAL,
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};
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private:
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friend class AudioStreamPlaybackRandomizer;
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struct PoolEntry {
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Ref<AudioStream> stream;
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float weight;
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};
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Set<AudioStreamPlaybackRandomizer *> playbacks;
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Vector<PoolEntry> audio_stream_pool;
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float random_pitch_scale;
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float random_volume_offset_db;
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Ref<AudioStreamPlayback> instance_playback_random();
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Ref<AudioStreamPlayback> instance_playback_no_repeats();
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Ref<AudioStreamPlayback> instance_playback_sequential();
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Ref<AudioStream> last_playback = nullptr;
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PlaybackMode playback_mode = PLAYBACK_RANDOM_NO_REPEATS;
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protected:
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static void _bind_methods();
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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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public:
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void add_stream(int p_index);
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void move_stream(int p_index_from, int p_index_to);
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void remove_stream(int p_index);
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void set_stream(int p_index, Ref<AudioStream> p_stream);
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Ref<AudioStream> get_stream(int p_index) const;
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void set_stream_probability_weight(int p_index, float p_weight);
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float get_stream_probability_weight(int p_index) const;
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void set_streams_count(int p_count);
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int get_streams_count() const;
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void set_random_pitch(float p_pitch_scale);
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float get_random_pitch() const;
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void set_random_volume_offset_db(float p_volume_offset_db);
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float get_random_volume_offset_db() const;
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void set_playback_mode(PlaybackMode p_playback_mode);
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PlaybackMode get_playback_mode() const;
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virtual Ref<AudioStreamPlayback> instance_playback() override;
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virtual String get_stream_name() const override;
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virtual float get_length() const override; //if supported, otherwise return 0
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virtual bool is_monophonic() const override;
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AudioStreamRandomizer();
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};
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class AudioStreamPlaybackRandomizer : public AudioStreamPlayback {
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GDCLASS(AudioStreamPlaybackRandomizer, AudioStreamPlayback);
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friend class AudioStreamRandomizer;
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Ref<AudioStreamRandomizer> randomizer;
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Ref<AudioStreamPlayback> playback;
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Ref<AudioStreamPlayback> playing;
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float pitch_scale;
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float volume_scale;
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public:
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virtual void start(float p_from_pos = 0.0) override;
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virtual void stop() override;
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virtual bool is_playing() const override;
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virtual int get_loop_count() const override; //times it looped
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virtual float get_playback_position() const override;
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virtual void seek(float p_time) override;
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virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
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~AudioStreamPlaybackRandomizer();
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};
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VARIANT_ENUM_CAST(AudioStreamRandomizer::PlaybackMode);
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#endif // AUDIO_STREAM_H
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