godot/scene/3d/spatial_stream_player.h
Juan Linietsky 9741374617 Rewrite of the AudioStream API
-Fixes long-standing issues regarding to playing a single stream multiple times simultanteously
-Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design
-Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
2015-09-09 18:50:52 -03:00

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4.1 KiB
C++

/*************************************************************************/
/* spatial_stream_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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 SPATIAL_STREAM_PLAYER_H
#define SPATIAL_STREAM_PLAYER_H
#include "scene/resources/audio_stream.h"
#include "scene/3d/spatial_player.h"
#include "servers/audio/audio_rb_resampler.h"
class SpatialStreamPlayer : public SpatialPlayer {
OBJ_TYPE(SpatialStreamPlayer,SpatialPlayer);
_THREAD_SAFE_CLASS_
struct InternalStream : public AudioServer::AudioStream {
SpatialStreamPlayer *player;
virtual int get_channel_count() const;
virtual void set_mix_rate(int p_rate); //notify the stream of the mix rate
virtual bool mix(int32_t *p_buffer,int p_frames);
virtual void update();
};
InternalStream internal_stream;
Ref<AudioStreamPlayback> playback;
Ref<AudioStream> stream;
int sp_get_channel_count() const;
void sp_set_mix_rate(int p_rate); //notify the stream of the mix rate
bool sp_mix(int32_t *p_buffer,int p_frames);
void sp_update();
int server_mix_rate;
RID stream_rid;
bool paused;
bool autoplay;
bool loops;
float volume;
float loop_point;
int buffering_ms;
AudioRBResampler resampler;
bool _play;
void _set_play(bool p_play);
bool _get_play() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_stream(const Ref<AudioStream> &p_stream);
Ref<AudioStream> get_stream() const;
void play(float p_from_offset=0);
void stop();
bool is_playing() const;
void set_paused(bool p_paused);
bool is_paused() const;
void set_loop(bool p_enable);
bool has_loop() const;
void set_volume(float p_vol);
float get_volume() const;
void set_loop_restart_time(float p_secs);
float get_loop_restart_time() const;
void set_volume_db(float p_db);
float get_volume_db() const;
String get_stream_name() const;
int get_loop_count() const;
float get_pos() const;
void seek_pos(float p_time);
float get_length() const;
void set_autoplay(bool p_vol);
bool has_autoplay() const;
void set_buffering_msec(int p_msec);
int get_buffering_msec() const;
SpatialStreamPlayer();
~SpatialStreamPlayer();
};
#endif // SPATIAL_STREAM_PLAYER_H