godot/servers/audio/effects/audio_effect_record.h
Gustav Lund 0672fc377e Fix of AudioRecordingEffect property
For debug purposes the boolean whether the recording is active or not were an editor property.
It has been removed to avoid users leaving it on true on close, causing it to be saved in the default_bus_layout
It was also renamed to better describe its functionality

related to issue: 20487
2018-07-27 09:52:54 +02:00

104 lines
3.9 KiB
C++

/*************************************************************************/
/* audio_effect_record.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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/os/thread.h"
#include "editor/import/resource_importer_wav.h"
#include "io/marshalls.h"
#include "os/file_access.h"
#include "os/os.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 = false;
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();
public:
void init();
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
virtual bool process_silence();
};
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