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!
337 lines
8.6 KiB
C++
337 lines
8.6 KiB
C++
/*************************************************************************/
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/* gibberish_stream.cpp */
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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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#include "gibberish_stream.h"
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#include "servers/audio_server.h"
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//TODO: This class needs to be adapted to the new AudioStream API,
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// or dropped if nobody cares about fixing it :) (GH-3307)
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#if 0
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int AudioStreamGibberish::get_channel_count() const {
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return 1;
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}
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static float _get_vol_at_pos(int p_pos, int p_len, int p_x_fade) {
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if (p_pos < p_x_fade)
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return float(p_pos)/p_x_fade;
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else if (p_pos>(p_len-p_x_fade))
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return float(p_len-p_pos)/p_x_fade;
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else
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return 1.0;
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}
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int AudioStreamGibberish::randomize() {
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if (rand_idx==_rand_pool.size()) {
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for(int i=0;i<_rand_pool.size();i++) {
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SWAP(_rand_pool[i],_rand_pool[Math::rand()%_rand_pool.size()]);
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}
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rand_idx=0;
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}
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return _rand_pool[rand_idx++];
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}
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bool AudioStreamGibberish::mix(int32_t *p_buffer, int p_frames) {
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if (!active)
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return false;
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zeromem(p_buffer,p_frames*sizeof(int32_t));
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if (!paused && active_voices==0) {
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active_voices=1;
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playback[0].idx=randomize();
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playback[0].fp_pos=0;
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playback[0].scale=Math::random(1,1+pitch_random_scale);
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}
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for(int i=0;i<active_voices;i++) {
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RID s = _samples[playback[i].idx]->get_rid();
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uint64_t fp_pos=playback[i].fp_pos;
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const void *data = AudioServer::get_singleton()->sample_get_data_ptr(s);
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bool is16 = AudioServer::get_singleton()->sample_get_format(s)==AudioServer::SAMPLE_FORMAT_PCM16;
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int skip = AudioServer::get_singleton()->sample_is_stereo(s) ? 1: 0;
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uint64_t max = AudioServer::get_singleton()->sample_get_length(s) * uint64_t(FP_LEN);
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int mrate = AudioServer::get_singleton()->sample_get_mix_rate(s) * pitch_scale * playback[i].scale;
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uint64_t increment = uint64_t(mrate) * uint64_t(FP_LEN) / get_mix_rate();
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float vol_begin = _get_vol_at_pos(fp_pos>>FP_BITS,max>>FP_BITS,xfade_time*mrate);
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float vol_end = _get_vol_at_pos((fp_pos+p_frames*increment)>>FP_BITS,max>>FP_BITS,xfade_time*mrate);
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int32_t vol = CLAMP(int32_t(vol_begin * 65535),0,65535);
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int32_t vol_to = CLAMP(int32_t(vol_end * 65535),0,65535);
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int32_t vol_inc = (vol_to-vol)/p_frames;
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bool done=false;
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if (is16) {
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const int16_t *smp = (int16_t*)data;
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for(int i=0;i<p_frames;i++) {
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if (fp_pos >= max) {
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done=true;
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break;
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}
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int idx = (fp_pos>>FP_BITS)<<skip;
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p_buffer[i]+=int32_t(smp[idx])*vol;
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vol+=vol_inc;
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fp_pos+=increment;
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}
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} else {
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const int8_t *smp = (int8_t*)data;
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for(int i=0;i<p_frames;i++) {
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if (fp_pos >= max) {
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done=true;
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break;
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}
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int idx = (fp_pos>>FP_BITS)<<skip;
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p_buffer[i]+=(int32_t(smp[idx])<<8)*vol;
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vol+=vol_inc;
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fp_pos+=increment;
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}
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}
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playback[i].fp_pos=fp_pos;
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if (!paused && active_voices==1 && (vol_end < vol_begin || done)) {
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//xfade to something else i gues
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active_voices=2;
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playback[1].idx=randomize();
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playback[1].fp_pos=0;
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playback[1].scale=Math::random(1,1+pitch_random_scale);
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}
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if (done) {
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if (i==0 && active_voices==2) {
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playback[0]=playback[1];
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i--;
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}
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active_voices--;
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}
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}
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return true;
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}
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void AudioStreamGibberish::play() {
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if (active)
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stop();
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if (!phonemes.is_valid())
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return;
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List<StringName> slist;
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phonemes->get_sample_list(&slist);
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if (slist.size()==0)
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return;
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_samples.resize(slist.size());
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_rand_pool.resize(slist.size());
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int i=0;
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for(List<StringName>::Element *E=slist.front();E;E=E->next()) {
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_rand_pool[i]=i;
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_samples[i++]=phonemes->get_sample(E->get());
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}
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rand_idx=0;
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active_voices=0;
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active=true;
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}
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void AudioStreamGibberish::stop(){
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active=false;
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}
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bool AudioStreamGibberish::is_playing() const {
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return active;
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}
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void AudioStreamGibberish::set_paused(bool p_paused){
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paused=p_paused;
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}
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bool AudioStreamGibberish::is_paused(bool p_paused) const{
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return paused;
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}
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void AudioStreamGibberish::set_loop(bool p_enable){
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}
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bool AudioStreamGibberish::has_loop() const{
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return false;
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}
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float AudioStreamGibberish::get_length() const{
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return 0;
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}
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String AudioStreamGibberish::get_stream_name() const{
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return "Gibberish";
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}
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int AudioStreamGibberish::get_loop_count() const{
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return 0;
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}
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float AudioStreamGibberish::get_pos() const{
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return 0;
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}
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void AudioStreamGibberish::seek_pos(float p_time){
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}
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AudioStream::UpdateMode AudioStreamGibberish::get_update_mode() const{
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return AudioStream::UPDATE_NONE;
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}
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void AudioStreamGibberish::update(){
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}
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void AudioStreamGibberish::set_phonemes(const Ref<SampleLibrary>& p_phonemes) {
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phonemes=p_phonemes;
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}
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Ref<SampleLibrary> AudioStreamGibberish::get_phonemes() const {
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return phonemes;
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}
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void AudioStreamGibberish::set_xfade_time(float p_xfade) {
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xfade_time=p_xfade;
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}
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float AudioStreamGibberish::get_xfade_time() const {
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return xfade_time;
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}
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void AudioStreamGibberish::set_pitch_scale(float p_scale) {
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pitch_scale=p_scale;
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}
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float AudioStreamGibberish::get_pitch_scale() const {
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return pitch_scale;
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}
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void AudioStreamGibberish::set_pitch_random_scale(float p_random_scale) {
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pitch_random_scale=p_random_scale;
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}
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float AudioStreamGibberish::get_pitch_random_scale() const {
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return pitch_random_scale;
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}
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void AudioStreamGibberish::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_phonemes","phonemes"),&AudioStreamGibberish::set_phonemes);
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ObjectTypeDB::bind_method(_MD("get_phonemes"),&AudioStreamGibberish::get_phonemes);
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ObjectTypeDB::bind_method(_MD("set_pitch_scale","pitch_scale"),&AudioStreamGibberish::set_pitch_scale);
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ObjectTypeDB::bind_method(_MD("get_pitch_scale"),&AudioStreamGibberish::get_pitch_scale);
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ObjectTypeDB::bind_method(_MD("set_pitch_random_scale","pitch_random_scale"),&AudioStreamGibberish::set_pitch_random_scale);
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ObjectTypeDB::bind_method(_MD("get_pitch_random_scale"),&AudioStreamGibberish::get_pitch_random_scale);
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ObjectTypeDB::bind_method(_MD("set_xfade_time","sec"),&AudioStreamGibberish::set_xfade_time);
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ObjectTypeDB::bind_method(_MD("get_xfade_time"),&AudioStreamGibberish::get_xfade_time);
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"phonemes",PROPERTY_HINT_RESOURCE_TYPE,"SampleLibrary"),_SCS("set_phonemes"),_SCS("get_phonemes"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"pitch_scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_pitch_scale"),_SCS("get_pitch_scale"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"pitch_random_scale",PROPERTY_HINT_RANGE,"0,64,0.01"),_SCS("set_pitch_random_scale"),_SCS("get_pitch_random_scale"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"xfade_sec",PROPERTY_HINT_RANGE,"0.001,0.5,0.001"),_SCS("set_xfade_time"),_SCS("get_xfade_time"));
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}
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AudioStreamGibberish::AudioStreamGibberish() {
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xfade_time=0.1;
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pitch_scale=1;
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pitch_random_scale=0;
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active=false;
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paused=false;
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active_voices=0;
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}
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#endif
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