godot/servers/audio_server.h

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/*************************************************************************/
/* audio_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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_SERVER_H
#define AUDIO_SERVER_H
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#include "audio_frame.h"
#include "object.h"
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#include "servers/audio/audio_effect.h"
#include "variant.h"
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class AudioDriver {
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static AudioDriver *singleton;
uint64_t _last_mix_time;
uint64_t _mix_amount;
protected:
void audio_server_process(int p_frames, int32_t *p_buffer, bool p_update_mix_time = true);
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void update_mix_time(int p_frames);
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public:
double get_mix_time() const; //useful for video -> audio sync
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enum SpeakerMode {
SPEAKER_MODE_STEREO,
SPEAKER_SURROUND_51,
SPEAKER_SURROUND_71,
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};
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static AudioDriver *get_singleton();
void set_singleton();
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virtual const char *get_name() const = 0;
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virtual Error init() = 0;
virtual void start() = 0;
virtual int get_mix_rate() const = 0;
virtual SpeakerMode get_speaker_mode() const = 0;
virtual void lock() = 0;
virtual void unlock() = 0;
virtual void finish() = 0;
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virtual float get_latency() { return 0; }
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AudioDriver();
virtual ~AudioDriver() {}
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};
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class AudioDriverManager {
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enum {
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MAX_DRIVERS = 10
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};
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static AudioDriver *drivers[MAX_DRIVERS];
static int driver_count;
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public:
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static void add_driver(AudioDriver *p_driver);
static int get_driver_count();
static AudioDriver *get_driver(int p_driver);
};
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class AudioBusLayout;
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class AudioServer : public Object {
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GDCLASS(AudioServer, Object)
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public:
//re-expose this her, as AudioDriver is not exposed to script
enum SpeakerMode {
SPEAKER_MODE_STEREO,
SPEAKER_SURROUND_51,
SPEAKER_SURROUND_71,
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};
enum {
AUDIO_DATA_INVALID_ID = -1
};
typedef void (*AudioCallback)(void *p_userdata);
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private:
uint32_t buffer_size;
uint64_t mix_count;
uint64_t mix_frames;
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float channel_disable_threshold_db;
uint32_t channel_disable_frames;
int to_mix;
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struct Bus {
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StringName name;
bool solo;
bool mute;
bool bypass;
//Each channel is a stereo pair.
struct Channel {
bool used;
bool active;
AudioFrame peak_volume;
Vector<AudioFrame> buffer;
Vector<Ref<AudioEffectInstance> > effect_instances;
uint64_t last_mix_with_audio;
Channel() {
last_mix_with_audio = 0;
used = false;
active = false;
peak_volume = AudioFrame(0, 0);
}
};
Vector<Channel> channels;
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struct Effect {
Ref<AudioEffect> effect;
bool enabled;
};
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Vector<Effect> effects;
float volume_db;
StringName send;
int index_cache;
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};
Vector<Vector<AudioFrame> > temp_buffer; //temp_buffer for each level
Vector<Bus *> buses;
Map<StringName, Bus *> bus_map;
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_FORCE_INLINE_ int _get_channel_count() const {
switch (AudioDriver::get_singleton()->get_speaker_mode()) {
case AudioDriver::SPEAKER_MODE_STEREO: return 1;
case AudioDriver::SPEAKER_SURROUND_51: return 3;
case AudioDriver::SPEAKER_SURROUND_71: return 4;
}
ERR_FAIL_V(1);
}
void _update_bus_effects(int p_bus);
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static AudioServer *singleton;
// TODO create an audiodata pool to optimize memory
Map<void *, uint32_t> audio_data;
size_t audio_data_total_mem;
size_t audio_data_max_mem;
Mutex *audio_data_lock;
void _mix_step();
struct CallbackItem {
AudioCallback callback;
void *userdata;
bool operator<(const CallbackItem &p_item) const {
return (callback == p_item.callback ? userdata < p_item.userdata : callback < p_item.callback);
}
};
Set<CallbackItem> callbacks;
friend class AudioDriver;
void _driver_process(int p_frames, int32_t *p_buffer);
protected:
static void _bind_methods();
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public:
//do not use from outside audio thread
AudioFrame *thread_get_channel_mix_buffer(int p_bus, int p_buffer);
int thread_get_mix_buffer_size() const;
int thread_find_bus_index(const StringName &p_name);
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void set_bus_count(int p_count);
int get_bus_count() const;
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void remove_bus(int p_index);
void add_bus(int p_at_pos = -1);
void move_bus(int p_bus, int p_to_pos);
void set_bus_name(int p_bus, const String &p_name);
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String get_bus_name(int p_bus) const;
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void set_bus_volume_db(int p_bus, float p_volume_db);
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float get_bus_volume_db(int p_bus) const;
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void set_bus_send(int p_bus, const StringName &p_send);
StringName get_bus_send(int p_bus) const;
void set_bus_solo(int p_bus, bool p_enable);
bool is_bus_solo(int p_bus) const;
void set_bus_mute(int p_bus, bool p_enable);
bool is_bus_mute(int p_bus) const;
void set_bus_bypass_effects(int p_bus, bool p_enable);
bool is_bus_bypassing_effects(int p_bus) const;
void add_bus_effect(int p_bus, const Ref<AudioEffect> &p_effect, int p_at_pos = -1);
void remove_bus_effect(int p_bus, int p_effect);
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int get_bus_effect_count(int p_bus);
Ref<AudioEffect> get_bus_effect(int p_bus, int p_effect);
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void swap_bus_effects(int p_bus, int p_effect, int p_by_effect);
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void set_bus_effect_enabled(int p_bus, int p_effect, bool p_enabled);
bool is_bus_effect_enabled(int p_bus, int p_effect) const;
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float get_bus_peak_volume_left_db(int p_bus, int p_channel) const;
float get_bus_peak_volume_right_db(int p_bus, int p_channel) const;
bool is_bus_channel_active(int p_bus, int p_channel) const;
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virtual void init();
virtual void finish();
virtual void update();
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virtual void load_default_bus_layout();
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/* MISC config */
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virtual void lock();
virtual void unlock();
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virtual SpeakerMode get_speaker_mode() const;
virtual float get_mix_rate() const;
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virtual float read_output_peak_db() const;
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static AudioServer *get_singleton();
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virtual double get_mix_time() const; //useful for video -> audio sync
virtual double get_output_delay() const;
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void *audio_data_alloc(uint32_t p_data_len, const uint8_t *p_from_data = NULL);
void audio_data_free(void *p_data);
size_t audio_data_get_total_memory_usage() const;
size_t audio_data_get_max_memory_usage() const;
void add_callback(AudioCallback p_callback, void *p_userdata);
void remove_callback(AudioCallback p_callback, void *p_userdata);
void set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout);
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Ref<AudioBusLayout> generate_bus_layout() const;
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AudioServer();
virtual ~AudioServer();
};
VARIANT_ENUM_CAST(AudioServer::SpeakerMode)
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class AudioBusLayout : public Resource {
GDCLASS(AudioBusLayout, Resource)
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friend class AudioServer;
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struct Bus {
StringName name;
bool solo;
bool mute;
bool bypass;
struct Effect {
Ref<AudioEffect> effect;
bool enabled;
};
Vector<Effect> effects;
float volume_db;
StringName send;
Bus() {
solo = false;
mute = false;
bypass = false;
volume_db = 0;
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}
};
Vector<Bus> buses;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
AudioBusLayout();
};
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typedef AudioServer AS;
#endif // AUDIO_SERVER_H