6a87cdf6d2
* From Godot 4.0 onwards, proper music looping is supported which requires setting the BPM and then the loop point in beats. * As such, importing with loop by default does not serve much of a purpose. Its annoying to disable for SFX or clips that do not loop and it also requires manual intervention to loop music. * This way, it should work out of the box for any sound effect or non looping audio clip, and manual work is required anyway for looping music.
136 lines
5.4 KiB
C++
136 lines
5.4 KiB
C++
/**************************************************************************/
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/* resource_importer_mp3.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#include "resource_importer_mp3.h"
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#include "core/io/file_access.h"
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#include "core/io/resource_saver.h"
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#include "scene/resources/texture.h"
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#ifdef TOOLS_ENABLED
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#include "editor/import/audio_stream_import_settings.h"
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#endif
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String ResourceImporterMP3::get_importer_name() const {
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return "mp3";
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}
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String ResourceImporterMP3::get_visible_name() const {
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return "MP3";
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}
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void ResourceImporterMP3::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("mp3");
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}
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String ResourceImporterMP3::get_save_extension() const {
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return "mp3str";
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}
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String ResourceImporterMP3::get_resource_type() const {
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return "AudioStreamMP3";
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}
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bool ResourceImporterMP3::get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const {
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return true;
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}
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int ResourceImporterMP3::get_preset_count() const {
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return 0;
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}
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String ResourceImporterMP3::get_preset_name(int p_idx) const {
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return String();
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}
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void ResourceImporterMP3::get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset) const {
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "loop"), false));
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r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "loop_offset"), 0));
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r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "bpm", PROPERTY_HINT_RANGE, "0,400,0.01,or_greater"), 0));
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r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "beat_count", PROPERTY_HINT_RANGE, "0,512,or_greater"), 0));
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r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "bar_beats", PROPERTY_HINT_RANGE, "2,32,or_greater"), 4));
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}
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#ifdef TOOLS_ENABLED
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bool ResourceImporterMP3::has_advanced_options() const {
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return true;
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}
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void ResourceImporterMP3::show_advanced_options(const String &p_path) {
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Ref<AudioStreamMP3> mp3_stream = import_mp3(p_path);
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if (mp3_stream.is_valid()) {
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AudioStreamImportSettings::get_singleton()->edit(p_path, "mp3", mp3_stream);
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}
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}
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#endif
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Ref<AudioStreamMP3> ResourceImporterMP3::import_mp3(const String &p_path) {
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Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ);
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ERR_FAIL_COND_V(f.is_null(), Ref<AudioStreamMP3>());
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uint64_t len = f->get_length();
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Vector<uint8_t> data;
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data.resize(len);
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uint8_t *w = data.ptrw();
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f->get_buffer(w, len);
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Ref<AudioStreamMP3> mp3_stream;
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mp3_stream.instantiate();
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mp3_stream->set_data(data);
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ERR_FAIL_COND_V(!mp3_stream->get_data().size(), Ref<AudioStreamMP3>());
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return mp3_stream;
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}
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Error ResourceImporterMP3::import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
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bool loop = p_options["loop"];
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float loop_offset = p_options["loop_offset"];
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double bpm = p_options["bpm"];
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float beat_count = p_options["beat_count"];
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float bar_beats = p_options["bar_beats"];
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Ref<AudioStreamMP3> mp3_stream = import_mp3(p_source_file);
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if (mp3_stream.is_null()) {
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return ERR_CANT_OPEN;
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}
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mp3_stream->set_loop(loop);
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mp3_stream->set_loop_offset(loop_offset);
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mp3_stream->set_bpm(bpm);
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mp3_stream->set_beat_count(beat_count);
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mp3_stream->set_bar_beats(bar_beats);
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return ResourceSaver::save(mp3_stream, p_save_path + ".mp3str");
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}
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ResourceImporterMP3::ResourceImporterMP3() {
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}
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