godot/servers/audio/effects/audio_effect_record.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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4.1 KiB
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/*************************************************************************/
/* audio_effect_record.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 AUDIOEFFECTRECORD_H
#define AUDIOEFFECTRECORD_H
#include "core/io/marshalls.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/os/thread.h"
#include "editor/import/resource_importer_wav.h"
#include "scene/resources/audio_stream_sample.h"
#include "servers/audio/audio_effect.h"
#include "servers/audio_server.h"
class AudioEffectRecord;
class AudioEffectRecordInstance : public AudioEffectInstance {
GDCLASS(AudioEffectRecordInstance, AudioEffectInstance);
friend class AudioEffectRecord;
Ref<AudioEffectRecord> base;
bool is_recording;
Thread *io_thread;
bool thread_active;
Vector<AudioFrame> ring_buffer;
Vector<float> recording_data;
unsigned int ring_buffer_pos;
unsigned int ring_buffer_mask;
unsigned int ring_buffer_read_pos;
void _io_thread_process();
void _io_store_buffer();
static void _thread_callback(void *_instance);
void _init_recording();
void _update_buffer();
static void _update(void *userdata);
public:
void init();
void finish();
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
virtual bool process_silence() const;
AudioEffectRecordInstance() :
thread_active(false) {}
~AudioEffectRecordInstance();
};
class AudioEffectRecord : public AudioEffect {
GDCLASS(AudioEffectRecord, AudioEffect);
friend class AudioEffectRecordInstance;
enum {
IO_BUFFER_SIZE_MS = 1500
};
bool recording_active;
Ref<AudioEffectRecordInstance> current_instance;
AudioStreamSample::Format format;
void ensure_thread_stopped();
protected:
static void _bind_methods();
static void debug(uint64_t time_diff, int p_frame_count);
public:
Ref<AudioEffectInstance> instance();
void set_recording_active(bool p_record);
bool is_recording_active() const;
void set_format(AudioStreamSample::Format p_format);
AudioStreamSample::Format get_format() const;
Ref<AudioStreamSample> get_recording() const;
AudioEffectRecord();
};
#endif // AUDIOEFFECTRECORD_H