c7bc44d5ad
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!
168 lines
4.9 KiB
C++
168 lines
4.9 KiB
C++
/*************************************************************************/
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/* audio_rb_resampler.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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_RB_RESAMPLER_H
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#define AUDIO_RB_RESAMPLER_H
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#include "typedefs.h"
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#include "os/memory.h"
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struct AudioRBResampler {
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uint32_t rb_bits;
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uint32_t rb_len;
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uint32_t rb_mask;
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uint32_t read_buff_len;
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uint32_t channels;
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uint32_t src_mix_rate;
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uint32_t target_mix_rate;
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volatile int rb_read_pos;
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volatile int rb_write_pos;
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int32_t offset; //contains the fractional remainder of the resampler
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enum {
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MIX_FRAC_BITS=13,
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MIX_FRAC_LEN=(1<<MIX_FRAC_BITS),
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MIX_FRAC_MASK=MIX_FRAC_LEN-1,
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};
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int16_t *read_buf;
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int16_t *rb;
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template<int C>
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uint32_t _resample(int32_t *p_dest,int p_todo,int32_t p_increment);
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public:
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_FORCE_INLINE_ void flush() {
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rb_read_pos=0;
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rb_write_pos=0;
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offset=0;
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}
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_FORCE_INLINE_ bool is_ready() const{
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return rb!=NULL;
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}
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_FORCE_INLINE_ int get_total() const {
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return rb_len-1;
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}
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_FORCE_INLINE_ int get_todo() const { //return amount of frames to mix
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int todo;
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int read_pos_cache=rb_read_pos;
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if (read_pos_cache==rb_write_pos) {
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todo=rb_len-1;
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} else if (read_pos_cache>rb_write_pos) {
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todo=read_pos_cache-rb_write_pos-1;
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} else {
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todo=(rb_len-rb_write_pos)+read_pos_cache-1;
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}
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return todo;
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}
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_FORCE_INLINE_ bool has_data() const {
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return rb && rb_read_pos!=rb_write_pos;
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}
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_FORCE_INLINE_ int16_t *get_write_buffer() { return read_buf; }
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_FORCE_INLINE_ void write(uint32_t p_frames) {
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ERR_FAIL_COND(p_frames >= rb_len);
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switch(channels) {
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case 1: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ rb_write_pos ] = read_buf[i];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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case 2: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ (rb_write_pos<<1)+0 ] = read_buf[(i<<1)+0];
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rb[ (rb_write_pos<<1)+1 ] = read_buf[(i<<1)+1];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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case 4: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ (rb_write_pos<<2)+0 ] = read_buf[(i<<2)+0];
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rb[ (rb_write_pos<<2)+1 ] = read_buf[(i<<2)+1];
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rb[ (rb_write_pos<<2)+2 ] = read_buf[(i<<2)+2];
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rb[ (rb_write_pos<<2)+3 ] = read_buf[(i<<2)+3];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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case 6: {
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for(uint32_t i=0;i<p_frames;i++) {
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rb[ (rb_write_pos*6)+0 ] = read_buf[(i*6)+0];
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rb[ (rb_write_pos*6)+1 ] = read_buf[(i*6)+1];
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rb[ (rb_write_pos*6)+2 ] = read_buf[(i*6)+2];
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rb[ (rb_write_pos*6)+3 ] = read_buf[(i*6)+3];
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rb[ (rb_write_pos*6)+4 ] = read_buf[(i*6)+4];
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rb[ (rb_write_pos*6)+5 ] = read_buf[(i*6)+5];
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rb_write_pos=(rb_write_pos+1)&rb_mask;
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}
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} break;
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}
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}
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int get_channel_count() const;
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Error setup(int p_channels, int p_src_mix_rate, int p_target_mix_rate, int p_buffer_msec, int p_minbuff_needed=-1);
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void clear();
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bool mix(int32_t *p_dest, int p_frames);
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AudioRBResampler();
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~AudioRBResampler();
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};
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#endif // AUDIO_RB_RESAMPLER_H
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