33b5c57199
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
553 lines
17 KiB
C++
553 lines
17 KiB
C++
/*************************************************************************/
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/* audio_stream_player_2d.cpp */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#include "audio_stream_player_2d.h"
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#include "core/engine.h"
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#include "scene/2d/area_2d.h"
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#include "scene/main/viewport.h"
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void AudioStreamPlayer2D::_mix_audio() {
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if (!stream_playback.is_valid() || !active ||
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(stream_paused && !stream_paused_fade_out)) {
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return;
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}
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if (setseek >= 0.0) {
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stream_playback->start(setseek);
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setseek = -1.0; //reset seek
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}
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//get data
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AudioFrame *buffer = mix_buffer.ptrw();
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int buffer_size = mix_buffer.size();
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if (stream_paused_fade_out) {
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// Short fadeout ramp
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buffer_size = MIN(buffer_size, 128);
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}
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stream_playback->mix(buffer, pitch_scale, buffer_size);
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//write all outputs
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for (int i = 0; i < output_count; i++) {
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Output current = outputs[i];
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//see if current output exists, to keep volume ramp
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bool found = false;
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for (int j = i; j < prev_output_count; j++) {
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if (prev_outputs[j].viewport == current.viewport) {
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if (j != i) {
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SWAP(prev_outputs[j], prev_outputs[i]);
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}
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found = true;
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break;
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}
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}
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if (!found) {
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//create new if was not used before
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if (prev_output_count < MAX_OUTPUTS) {
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prev_outputs[prev_output_count] = prev_outputs[i]; //may be owned by another viewport
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prev_output_count++;
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}
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prev_outputs[i] = current;
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}
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//mix!
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AudioFrame target_volume = stream_paused_fade_out ? AudioFrame(0.f, 0.f) : current.vol;
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AudioFrame vol_prev = stream_paused_fade_in ? AudioFrame(0.f, 0.f) : prev_outputs[i].vol;
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AudioFrame vol_inc = (target_volume - vol_prev) / float(buffer_size);
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AudioFrame vol = stream_paused_fade_in ? AudioFrame(0.f, 0.f) : current.vol;
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int cc = AudioServer::get_singleton()->get_channel_count();
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if (cc == 1) {
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if (!AudioServer::get_singleton()->thread_has_channel_mix_buffer(current.bus_index, 0))
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continue; //may have been removed
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AudioFrame *target = AudioServer::get_singleton()->thread_get_channel_mix_buffer(current.bus_index, 0);
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for (int j = 0; j < buffer_size; j++) {
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target[j] += buffer[j] * vol;
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vol += vol_inc;
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}
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} else {
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AudioFrame *targets[4];
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bool valid = true;
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for (int k = 0; k < cc; k++) {
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if (!AudioServer::get_singleton()->thread_has_channel_mix_buffer(current.bus_index, k)) {
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valid = false; //may have been removed
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break;
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}
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targets[k] = AudioServer::get_singleton()->thread_get_channel_mix_buffer(current.bus_index, k);
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}
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if (!valid)
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continue;
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for (int j = 0; j < buffer_size; j++) {
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AudioFrame frame = buffer[j] * vol;
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for (int k = 0; k < cc; k++) {
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targets[k][j] += frame;
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}
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vol += vol_inc;
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}
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}
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prev_outputs[i] = current;
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}
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prev_output_count = output_count;
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//stream is no longer active, disable this.
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if (!stream_playback->is_playing()) {
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active = false;
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}
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output_ready = false;
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stream_paused_fade_in = false;
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stream_paused_fade_out = false;
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}
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void AudioStreamPlayer2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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AudioServer::get_singleton()->add_callback(_mix_audios, this);
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if (autoplay && !Engine::get_singleton()->is_editor_hint()) {
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play();
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}
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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AudioServer::get_singleton()->remove_callback(_mix_audios, this);
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}
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if (p_what == NOTIFICATION_PAUSED) {
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if (!can_process()) {
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// Node can't process so we start fading out to silence
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set_stream_paused(true);
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}
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}
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if (p_what == NOTIFICATION_UNPAUSED) {
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set_stream_paused(false);
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}
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if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
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//update anything related to position first, if possible of course
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if (!output_ready) {
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List<Viewport *> viewports;
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Ref<World2D> world_2d = get_world_2d();
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ERR_FAIL_COND(world_2d.is_null());
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int new_output_count = 0;
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Vector2 global_pos = get_global_position();
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int bus_index = AudioServer::get_singleton()->thread_find_bus_index(bus);
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//check if any area is diverting sound into a bus
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Physics2DDirectSpaceState *space_state = Physics2DServer::get_singleton()->space_get_direct_state(world_2d->get_space());
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Physics2DDirectSpaceState::ShapeResult sr[MAX_INTERSECT_AREAS];
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int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, Set<RID>(), area_mask, false, true);
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for (int i = 0; i < areas; i++) {
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Area2D *area2d = Object::cast_to<Area2D>(sr[i].collider);
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if (!area2d)
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continue;
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if (!area2d->is_overriding_audio_bus())
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continue;
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StringName bus_name = area2d->get_audio_bus_name();
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bus_index = AudioServer::get_singleton()->thread_find_bus_index(bus_name);
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break;
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}
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world_2d->get_viewport_list(&viewports);
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for (List<Viewport *>::Element *E = viewports.front(); E; E = E->next()) {
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Viewport *vp = E->get();
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if (vp->is_audio_listener_2d()) {
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//compute matrix to convert to screen
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Transform2D to_screen = vp->get_global_canvas_transform() * vp->get_canvas_transform();
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Vector2 screen_size = vp->get_visible_rect().size;
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//screen in global is used for attenuation
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Vector2 screen_in_global = to_screen.affine_inverse().xform(screen_size * 0.5);
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float dist = global_pos.distance_to(screen_in_global); //distance to screen center
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if (dist > max_distance)
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continue; //can't hear this sound in this viewport
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float multiplier = Math::pow(1.0f - dist / max_distance, attenuation);
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multiplier *= Math::db2linear(volume_db); //also apply player volume!
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//point in screen is used for panning
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Vector2 point_in_screen = to_screen.xform(global_pos);
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float pan = CLAMP(point_in_screen.x / screen_size.width, 0.0, 1.0);
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float l = 1.0 - pan;
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float r = pan;
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outputs[new_output_count].vol = AudioFrame(l, r) * multiplier;
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outputs[new_output_count].bus_index = bus_index;
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outputs[new_output_count].viewport = vp; //keep pointer only for reference
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new_output_count++;
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if (new_output_count == MAX_OUTPUTS)
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break;
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}
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}
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output_count = new_output_count;
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output_ready = true;
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}
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//start playing if requested
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if (setplay >= 0.0) {
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setseek = setplay;
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active = true;
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setplay = -1;
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//do not update, this makes it easier to animate (will shut off otherwise)
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//_change_notify("playing"); //update property in editor
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}
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//stop playing if no longer active
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if (!active) {
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set_physics_process_internal(false);
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//do not update, this makes it easier to animate (will shut off otherwise)
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//_change_notify("playing"); //update property in editor
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emit_signal("finished");
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}
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}
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}
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void AudioStreamPlayer2D::set_stream(Ref<AudioStream> p_stream) {
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AudioServer::get_singleton()->lock();
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mix_buffer.resize(AudioServer::get_singleton()->thread_get_mix_buffer_size());
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if (stream_playback.is_valid()) {
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stream_playback.unref();
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stream.unref();
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active = false;
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setseek = -1;
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}
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if (p_stream.is_valid()) {
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stream = p_stream;
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stream_playback = p_stream->instance_playback();
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}
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AudioServer::get_singleton()->unlock();
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if (p_stream.is_valid() && stream_playback.is_null()) {
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stream.unref();
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}
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}
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Ref<AudioStream> AudioStreamPlayer2D::get_stream() const {
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return stream;
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}
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void AudioStreamPlayer2D::set_volume_db(float p_volume) {
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volume_db = p_volume;
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}
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float AudioStreamPlayer2D::get_volume_db() const {
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return volume_db;
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}
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void AudioStreamPlayer2D::set_pitch_scale(float p_pitch_scale) {
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ERR_FAIL_COND(p_pitch_scale <= 0.0);
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pitch_scale = p_pitch_scale;
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}
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float AudioStreamPlayer2D::get_pitch_scale() const {
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return pitch_scale;
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}
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void AudioStreamPlayer2D::play(float p_from_pos) {
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if (!is_playing()) {
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// Reset the prev_output_count if the stream is stopped
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prev_output_count = 0;
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}
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if (stream_playback.is_valid()) {
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active = true;
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setplay = p_from_pos;
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output_ready = false;
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set_physics_process_internal(true);
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}
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}
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void AudioStreamPlayer2D::seek(float p_seconds) {
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if (stream_playback.is_valid()) {
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setseek = p_seconds;
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}
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}
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void AudioStreamPlayer2D::stop() {
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if (stream_playback.is_valid()) {
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active = false;
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set_physics_process_internal(false);
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setplay = -1;
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}
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}
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bool AudioStreamPlayer2D::is_playing() const {
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if (stream_playback.is_valid()) {
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return active; // && stream_playback->is_playing();
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}
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return false;
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}
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float AudioStreamPlayer2D::get_playback_position() {
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if (stream_playback.is_valid()) {
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return stream_playback->get_playback_position();
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}
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return 0;
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}
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void AudioStreamPlayer2D::set_bus(const StringName &p_bus) {
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//if audio is active, must lock this
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AudioServer::get_singleton()->lock();
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bus = p_bus;
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AudioServer::get_singleton()->unlock();
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}
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StringName AudioStreamPlayer2D::get_bus() const {
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for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
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if (AudioServer::get_singleton()->get_bus_name(i) == bus) {
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return bus;
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}
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}
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return "Master";
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}
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void AudioStreamPlayer2D::set_autoplay(bool p_enable) {
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autoplay = p_enable;
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}
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bool AudioStreamPlayer2D::is_autoplay_enabled() {
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return autoplay;
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}
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void AudioStreamPlayer2D::_set_playing(bool p_enable) {
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if (p_enable)
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play();
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else
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stop();
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}
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bool AudioStreamPlayer2D::_is_active() const {
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return active;
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}
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void AudioStreamPlayer2D::_validate_property(PropertyInfo &property) const {
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if (property.name == "bus") {
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String options;
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for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
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if (i > 0)
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options += ",";
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String name = AudioServer::get_singleton()->get_bus_name(i);
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options += name;
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}
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property.hint_string = options;
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}
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}
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void AudioStreamPlayer2D::_bus_layout_changed() {
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_change_notify();
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}
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void AudioStreamPlayer2D::set_max_distance(float p_pixels) {
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ERR_FAIL_COND(p_pixels <= 0.0);
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max_distance = p_pixels;
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}
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float AudioStreamPlayer2D::get_max_distance() const {
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return max_distance;
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}
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void AudioStreamPlayer2D::set_attenuation(float p_curve) {
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attenuation = p_curve;
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}
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float AudioStreamPlayer2D::get_attenuation() const {
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return attenuation;
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}
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void AudioStreamPlayer2D::set_area_mask(uint32_t p_mask) {
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area_mask = p_mask;
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}
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uint32_t AudioStreamPlayer2D::get_area_mask() const {
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return area_mask;
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}
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void AudioStreamPlayer2D::set_stream_paused(bool p_pause) {
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if (p_pause != stream_paused) {
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stream_paused = p_pause;
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stream_paused_fade_in = !p_pause;
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stream_paused_fade_out = p_pause;
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}
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}
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bool AudioStreamPlayer2D::get_stream_paused() const {
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return stream_paused;
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}
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Ref<AudioStreamPlayback> AudioStreamPlayer2D::get_stream_playback() {
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return stream_playback;
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}
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void AudioStreamPlayer2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_stream", "stream"), &AudioStreamPlayer2D::set_stream);
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ClassDB::bind_method(D_METHOD("get_stream"), &AudioStreamPlayer2D::get_stream);
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ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &AudioStreamPlayer2D::set_volume_db);
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ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioStreamPlayer2D::get_volume_db);
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ClassDB::bind_method(D_METHOD("set_pitch_scale", "pitch_scale"), &AudioStreamPlayer2D::set_pitch_scale);
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ClassDB::bind_method(D_METHOD("get_pitch_scale"), &AudioStreamPlayer2D::get_pitch_scale);
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ClassDB::bind_method(D_METHOD("play", "from_position"), &AudioStreamPlayer2D::play, DEFVAL(0.0));
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ClassDB::bind_method(D_METHOD("seek", "to_position"), &AudioStreamPlayer2D::seek);
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ClassDB::bind_method(D_METHOD("stop"), &AudioStreamPlayer2D::stop);
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ClassDB::bind_method(D_METHOD("is_playing"), &AudioStreamPlayer2D::is_playing);
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ClassDB::bind_method(D_METHOD("get_playback_position"), &AudioStreamPlayer2D::get_playback_position);
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ClassDB::bind_method(D_METHOD("set_bus", "bus"), &AudioStreamPlayer2D::set_bus);
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ClassDB::bind_method(D_METHOD("get_bus"), &AudioStreamPlayer2D::get_bus);
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ClassDB::bind_method(D_METHOD("set_autoplay", "enable"), &AudioStreamPlayer2D::set_autoplay);
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ClassDB::bind_method(D_METHOD("is_autoplay_enabled"), &AudioStreamPlayer2D::is_autoplay_enabled);
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ClassDB::bind_method(D_METHOD("_set_playing", "enable"), &AudioStreamPlayer2D::_set_playing);
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ClassDB::bind_method(D_METHOD("_is_active"), &AudioStreamPlayer2D::_is_active);
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ClassDB::bind_method(D_METHOD("set_max_distance", "pixels"), &AudioStreamPlayer2D::set_max_distance);
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ClassDB::bind_method(D_METHOD("get_max_distance"), &AudioStreamPlayer2D::get_max_distance);
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ClassDB::bind_method(D_METHOD("set_attenuation", "curve"), &AudioStreamPlayer2D::set_attenuation);
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ClassDB::bind_method(D_METHOD("get_attenuation"), &AudioStreamPlayer2D::get_attenuation);
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ClassDB::bind_method(D_METHOD("set_area_mask", "mask"), &AudioStreamPlayer2D::set_area_mask);
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ClassDB::bind_method(D_METHOD("get_area_mask"), &AudioStreamPlayer2D::get_area_mask);
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ClassDB::bind_method(D_METHOD("set_stream_paused", "pause"), &AudioStreamPlayer2D::set_stream_paused);
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ClassDB::bind_method(D_METHOD("get_stream_paused"), &AudioStreamPlayer2D::get_stream_paused);
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ClassDB::bind_method(D_METHOD("get_stream_playback"), &AudioStreamPlayer2D::get_stream_playback);
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ClassDB::bind_method(D_METHOD("_bus_layout_changed"), &AudioStreamPlayer2D::_bus_layout_changed);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_stream", "get_stream");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_db", PROPERTY_HINT_RANGE, "-80,24"), "set_volume_db", "get_volume_db");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pitch_scale", PROPERTY_HINT_RANGE, "0.01,4,0.01,or_greater"), "set_pitch_scale", "get_pitch_scale");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "_set_playing", "is_playing");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoplay"), "set_autoplay", "is_autoplay_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stream_paused", PROPERTY_HINT_NONE, ""), "set_stream_paused", "get_stream_paused");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_EXP_RANGE, "1,4096,1,or_greater"), "set_max_distance", "get_max_distance");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_attenuation", "get_attenuation");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bus", PROPERTY_HINT_ENUM, ""), "set_bus", "get_bus");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask");
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|
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ADD_SIGNAL(MethodInfo("finished"));
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}
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AudioStreamPlayer2D::AudioStreamPlayer2D() {
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volume_db = 0;
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pitch_scale = 1.0;
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autoplay = false;
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setseek = -1;
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active = false;
|
|
output_count = 0;
|
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prev_output_count = 0;
|
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max_distance = 2000;
|
|
attenuation = 1;
|
|
setplay = -1;
|
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output_ready = false;
|
|
area_mask = 1;
|
|
stream_paused = false;
|
|
stream_paused_fade_in = false;
|
|
stream_paused_fade_out = false;
|
|
AudioServer::get_singleton()->connect_compat("bus_layout_changed", this, "_bus_layout_changed");
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|
}
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|
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AudioStreamPlayer2D::~AudioStreamPlayer2D() {
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|
}
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