Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
147 lines
5.1 KiB
C++
147 lines
5.1 KiB
C++
/*************************************************************************/
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/* audio_stream.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#ifndef AUDIO_STREAM_H
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#define AUDIO_STREAM_H
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#include "resource.h"
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#include "servers/audio/audio_filter_sw.h"
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#include "servers/audio_server.h"
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class AudioStreamPlayback : public Reference {
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GDCLASS(AudioStreamPlayback, Reference)
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public:
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virtual void start(float p_from_pos = 0.0) = 0;
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virtual void stop() = 0;
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virtual bool is_playing() const = 0;
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virtual int get_loop_count() const = 0; //times it looped
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virtual float get_playback_position() const = 0;
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virtual void seek(float p_time) = 0;
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virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) = 0;
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virtual float get_length() const = 0; //if supported, otherwise return 0
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};
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class AudioStreamPlaybackResampled : public AudioStreamPlayback {
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GDCLASS(AudioStreamPlaybackResampled, AudioStreamPlayback)
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enum {
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FP_BITS = 16, //fixed point used for resampling
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FP_LEN = (1 << FP_BITS),
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FP_MASK = FP_LEN - 1,
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INTERNAL_BUFFER_LEN = 256,
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CUBIC_INTERP_HISTORY = 4
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};
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AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
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uint64_t mix_offset;
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protected:
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void _begin_resample();
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virtual void _mix_internal(AudioFrame *p_buffer, int p_frames) = 0;
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virtual float get_stream_sampling_rate() = 0;
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public:
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virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
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AudioStreamPlaybackResampled() { mix_offset = 0; }
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};
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class AudioStream : public Resource {
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GDCLASS(AudioStream, Resource)
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OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
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public:
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virtual Ref<AudioStreamPlayback> instance_playback() = 0;
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virtual String get_stream_name() const = 0;
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};
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class AudioStreamPlaybackRandomPitch;
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class AudioStreamRandomPitch : public AudioStream {
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GDCLASS(AudioStreamRandomPitch, AudioStream)
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friend class AudioStreamPlaybackRandomPitch;
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Set<AudioStreamPlaybackRandomPitch *> playbacks;
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Ref<AudioStream> audio_stream;
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float random_pitch;
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protected:
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static void _bind_methods();
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public:
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void set_audio_stream(const Ref<AudioStream> &p_audio_stream);
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Ref<AudioStream> get_audio_stream() const;
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void set_random_pitch(float p_pitch);
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float get_random_pitch() const;
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virtual Ref<AudioStreamPlayback> instance_playback();
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virtual String get_stream_name() const;
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AudioStreamRandomPitch();
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};
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class AudioStreamPlaybackRandomPitch : public AudioStreamPlayback {
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GDCLASS(AudioStreamPlaybackRandomPitch, AudioStreamPlayback)
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friend class AudioStreamRandomPitch;
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Ref<AudioStreamRandomPitch> random_pitch;
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Ref<AudioStreamPlayback> playback;
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Ref<AudioStreamPlayback> playing;
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float pitch_scale;
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public:
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virtual void start(float p_from_pos = 0.0);
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virtual void stop();
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virtual bool is_playing() const;
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virtual int get_loop_count() const; //times it looped
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virtual float get_playback_position() const;
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virtual void seek(float p_time);
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virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
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virtual float get_length() const; //if supported, otherwise return 0
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~AudioStreamPlaybackRandomPitch();
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};
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#endif // AUDIO_STREAM_H
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