godot/servers/audio/effects/audio_stream_generator.h
reduz d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00

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3.9 KiB
C++

/*************************************************************************/
/* audio_stream_generator.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "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: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef AUDIO_STREAM_GENERATOR_H
#define AUDIO_STREAM_GENERATOR_H
#include "core/templates/ring_buffer.h"
#include "servers/audio/audio_stream.h"
class AudioStreamGenerator : public AudioStream {
GDCLASS(AudioStreamGenerator, AudioStream);
float mix_rate;
float buffer_len;
protected:
static void _bind_methods();
public:
void set_mix_rate(float p_mix_rate);
float get_mix_rate() const;
void set_buffer_length(float p_seconds);
float get_buffer_length() const;
virtual Ref<AudioStreamPlayback> instantiate_playback() override;
virtual String get_stream_name() const override;
virtual float get_length() const override;
virtual bool is_monophonic() const override;
AudioStreamGenerator();
};
class AudioStreamGeneratorPlayback : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamGeneratorPlayback, AudioStreamPlaybackResampled);
friend class AudioStreamGenerator;
RingBuffer<AudioFrame> buffer;
int skips;
bool active;
float mixed;
AudioStreamGenerator *generator = nullptr;
protected:
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
virtual float get_stream_sampling_rate() override;
static void _bind_methods();
public:
virtual void start(float p_from_pos = 0.0) override;
virtual void stop() override;
virtual bool is_playing() const override;
virtual int get_loop_count() const override; //times it looped
virtual float get_playback_position() const override;
virtual void seek(float p_time) override;
bool push_frame(const Vector2 &p_frame);
bool can_push_buffer(int p_frames) const;
bool push_buffer(const PackedVector2Array &p_frames);
int get_frames_available() const;
int get_skips() const;
virtual void tag_used_streams() override;
void clear_buffer();
AudioStreamGeneratorPlayback();
};
#endif // AUDIO_STREAM_GENERATOR_H