godot/servers/audio/audio_stream.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

207 lines
6.5 KiB
C++

/*************************************************************************/
/* audio_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 AUDIO_STREAM_H
#define AUDIO_STREAM_H
#include "core/image.h"
#include "core/resource.h"
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio_server.h"
class AudioStreamPlayback : public Reference {
GDCLASS(AudioStreamPlayback, Reference);
public:
virtual void start(float p_from_pos = 0.0) = 0;
virtual void stop() = 0;
virtual bool is_playing() const = 0;
virtual int get_loop_count() const = 0; //times it looped
virtual float get_playback_position() const = 0;
virtual void seek(float p_time) = 0;
virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) = 0;
};
class AudioStreamPlaybackResampled : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackResampled, AudioStreamPlayback);
enum {
FP_BITS = 16, //fixed point used for resampling
FP_LEN = (1 << FP_BITS),
FP_MASK = FP_LEN - 1,
INTERNAL_BUFFER_LEN = 256,
CUBIC_INTERP_HISTORY = 4
};
AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
uint64_t mix_offset;
protected:
void _begin_resample();
virtual void _mix_internal(AudioFrame *p_buffer, int p_frames) = 0;
virtual float get_stream_sampling_rate() = 0;
public:
virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
AudioStreamPlaybackResampled() { mix_offset = 0; }
};
class AudioStream : public Resource {
GDCLASS(AudioStream, Resource);
OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
protected:
static void _bind_methods();
public:
virtual Ref<AudioStreamPlayback> instance_playback() = 0;
virtual String get_stream_name() const = 0;
virtual float get_length() const = 0; //if supported, otherwise return 0
};
// Microphone
class AudioStreamPlaybackMicrophone;
class AudioStreamMicrophone : public AudioStream {
GDCLASS(AudioStreamMicrophone, AudioStream);
friend class AudioStreamPlaybackMicrophone;
Set<AudioStreamPlaybackMicrophone *> playbacks;
protected:
static void _bind_methods();
public:
virtual Ref<AudioStreamPlayback> instance_playback();
virtual String get_stream_name() const;
virtual float get_length() const; //if supported, otherwise return 0
AudioStreamMicrophone();
};
class AudioStreamPlaybackMicrophone : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamPlaybackMicrophone, AudioStreamPlaybackResampled);
friend class AudioStreamMicrophone;
bool active;
unsigned int capture_ofs;
Ref<AudioStreamMicrophone> microphone;
protected:
virtual void _mix_internal(AudioFrame *p_buffer, int p_frames);
virtual float get_stream_sampling_rate();
public:
virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
virtual void start(float p_from_pos = 0.0);
virtual void stop();
virtual bool is_playing() const;
virtual int get_loop_count() const; //times it looped
virtual float get_playback_position() const;
virtual void seek(float p_time);
~AudioStreamPlaybackMicrophone();
AudioStreamPlaybackMicrophone();
};
//
class AudioStreamPlaybackRandomPitch;
class AudioStreamRandomPitch : public AudioStream {
GDCLASS(AudioStreamRandomPitch, AudioStream);
friend class AudioStreamPlaybackRandomPitch;
Set<AudioStreamPlaybackRandomPitch *> playbacks;
Ref<AudioStream> audio_stream;
float random_pitch;
protected:
static void _bind_methods();
public:
void set_audio_stream(const Ref<AudioStream> &p_audio_stream);
Ref<AudioStream> get_audio_stream() const;
void set_random_pitch(float p_pitch);
float get_random_pitch() const;
virtual Ref<AudioStreamPlayback> instance_playback();
virtual String get_stream_name() const;
virtual float get_length() const; //if supported, otherwise return 0
AudioStreamRandomPitch();
};
class AudioStreamPlaybackRandomPitch : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackRandomPitch, AudioStreamPlayback);
friend class AudioStreamRandomPitch;
Ref<AudioStreamRandomPitch> random_pitch;
Ref<AudioStreamPlayback> playback;
Ref<AudioStreamPlayback> playing;
float pitch_scale;
public:
virtual void start(float p_from_pos = 0.0);
virtual void stop();
virtual bool is_playing() const;
virtual int get_loop_count() const; //times it looped
virtual float get_playback_position() const;
virtual void seek(float p_time);
virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
~AudioStreamPlaybackRandomPitch();
};
#endif // AUDIO_STREAM_H