godot/modules/chibi/cp_mixer.h
Rémi Verschelde b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00

113 lines
4.8 KiB
C++

/*************************************************************************/
/* cp_mixer.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 CP_MIXER_H
#define CP_MIXER_H
#include "cp_sample_defs.h"
/**Abstract base class representing a mixer
*@author Juan Linietsky
*/
/******************************
mixer.h
----------
Abstract base class for the mixer.
This is what the player uses to setup
voices and stuff.. this way
it can be abstracted to hardware
devices or other stuff..
********************************/
class CPSample_ID; /* need this */
class CPMixer {
public:
enum {
FREQUENCY_BITS = 8
};
enum ReverbMode {
REVERB_MODE_ROOM,
REVERB_MODE_STUDIO_SMALL,
REVERB_MODE_STUDIO_MEDIUM,
REVERB_MODE_STUDIO_LARGE,
REVERB_MODE_HALL,
REVERB_MODE_SPACE_ECHO,
REVERB_MODE_ECHO,
REVERB_MODE_DELAY,
REVERB_MODE_HALF_ECHO
};
/* Callback */
virtual void set_callback_interval(int p_interval_us) = 0; //in usecs, for tracker it's 2500000/tempo
virtual void set_callback(void (*p_callback)(void *), void *p_userdata) = 0;
/* Voice Control */
virtual void setup_voice(int p_voice_index, CPSample_ID p_sample_id, int32_t p_start_index) = 0;
virtual void stop_voice(int p_voice_index) = 0;
virtual void set_voice_frequency(int p_voice_index, int32_t p_freq) = 0; //in freq*FREQUENCY_BITS
virtual void set_voice_panning(int p_voice_index, int p_pan) = 0;
virtual void set_voice_volume(int p_voice_index, int p_vol) = 0;
virtual void set_voice_filter(int p_filter, bool p_enabled, uint8_t p_cutoff, uint8_t p_resonance) = 0;
virtual void set_voice_reverb_send(int p_voice_index, int p_reverb) = 0;
virtual void set_voice_chorus_send(int p_voice_index, int p_chorus) = 0; /* 0 - 255 */
virtual void set_reverb_mode(ReverbMode p_mode) = 0;
virtual void set_chorus_params(unsigned int p_delay_ms, unsigned int p_separation_ms, unsigned int p_depth_ms10, unsigned int p_speed_hz10) = 0;
/* Info retrieving */
virtual int32_t get_voice_sample_pos_index(int p_voice_index) = 0;
virtual int get_voice_panning(int p_voice_index) = 0;
virtual int get_voice_volume(int p_voice_index) = 0;
virtual CPSample_ID get_voice_sample_id(int p_voice_index) = 0;
virtual bool is_voice_active(int p_voice_index) = 0;
virtual int get_active_voice_count() = 0;
virtual int get_total_voice_count() = 0;
virtual uint32_t get_mix_frequency() = 0; //if mixer is not software, return 0
/* Methods below only work with software mixers, meant for software-based sound drivers, hardware mixers ignore them */
virtual int32_t process(int32_t p_frames) = 0; /* Call this to process N frames, returns how much it was processed */
virtual int32_t *get_mixdown_buffer_ptr() = 0; /* retrieve what was mixed */
virtual void set_mix_frequency(int32_t p_mix_frequency) = 0;
virtual ~CPMixer() {}
};
#endif