godot/modules/chibi/cp_sample.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

113 lines
3.6 KiB
C++

/*************************************************************************/
/* cp_sample.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 CPSAMPLE_H
#define CPSAMPLE_H
#include "cp_config.h"
#include "cp_sample_manager.h"
class CPSample {
public:
enum VibratoType {
VIBRATO_SINE,
VIBRATO_SAW,
VIBRATO_SQUARE,
VIBRATO_RANDOM
};
private:
enum { NAME_MAX_LEN=26 };
char name[NAME_MAX_LEN];
uint8_t default_volume; /* 0.. 64 */
uint8_t global_volume; /* 0.. 64 */
bool pan_enabled;
uint8_t pan; /* 0.. 64 */
VibratoType vibrato_type;
uint8_t vibrato_speed; /* 0.. 64 */
uint8_t vibrato_depth; /* 0.. 64 */
uint8_t vibrato_rate; /* 0.. 64 */
CPSample_ID id;
void copy_from(const CPSample &p_sample);
public:
void operator=(const CPSample &p_sample);
const char * get_name() const;
void set_name(const char *p_name);
void set_default_volume(uint8_t p_vol);
uint8_t get_default_volume() const;
void set_global_volume(uint8_t p_vol);
uint8_t get_global_volume() const;
void set_pan_enabled(bool p_vol);
bool is_pan_enabled() const;
void set_pan(uint8_t p_pan);
uint8_t get_pan() const;
void set_vibrato_type(VibratoType p_vibrato_type);
VibratoType get_vibrato_type() const;
void set_vibrato_speed(uint8_t p_vibrato_speed) ;
uint8_t get_vibrato_speed() const;
void set_vibrato_depth(uint8_t p_vibrato_depth);
uint8_t get_vibrato_depth() const;
void set_vibrato_rate(uint8_t p_vibrato_rate);
uint8_t get_vibrato_rate() const;
void set_sample_data(CPSample_ID);
CPSample_ID get_sample_data() const;
void reset();
CPSample(const CPSample&p_from);
CPSample();
~CPSample();
};
#endif