godot/scene/audio/sample_player.h
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

201 lines
6.3 KiB
C++

/*************************************************************************/
/* sample_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 SAMPLE_PLAYER_H
#define SAMPLE_PLAYER_H
#include "scene/main/node.h"
#include "scene/resources/sample_library.h"
class SamplePlayer : public Node {
GDCLASS( SamplePlayer, Node );
OBJ_CATEGORY("Audio Nodes");
public:
enum FilterType {
FILTER_NONE,
FILTER_LOWPASS,
FILTER_BANDPASS,
FILTER_HIPASS,
FILTER_NOTCH,
FILTER_PEAK,
FILTER_BANDLIMIT, ///< cutoff is LP resonace is HP
FILTER_LOW_SHELF,
FILTER_HIGH_SHELF,
};
enum ReverbRoomType {
REVERB_SMALL,
REVERB_MEDIUM,
REVERB_LARGE,
REVERB_HALL
};
enum {
INVALID_VOICE_ID=0xFFFFFFFF
};
typedef uint32_t VoiceID;
private:
Ref<SampleLibrary> library;
struct Voice {
RID voice;
uint32_t check;
bool active;
int sample_mix_rate;
int mix_rate;
float volume;
float pan;
float pan_depth;
float pan_height;
FilterType filter_type;
float filter_cutoff;
float filter_resonance;
float filter_gain;
float chorus_send;
ReverbRoomType reverb_room;
float reverb_send;
void clear();
Voice();
~Voice();
};
Vector<Voice> voices;
struct Default {
float reverb_send;
float pitch_scale;
float volume_db;
float pan;
float depth;
float height;
FilterType filter_type;
float filter_cutoff;
float filter_resonance;
float filter_gain;
float chorus_send;
ReverbRoomType reverb_room;
} _default;
uint32_t last_id;
uint16_t last_check;
String played_back;
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;
static void _bind_methods();
public:
void set_sample_library(const Ref<SampleLibrary>& p_library);
Ref<SampleLibrary> get_sample_library() const;
void set_polyphony(int p_voice_count);
int get_polyphony() const;
VoiceID play(const String& p_name,bool unique=false);
void stop(VoiceID p_voice);
void stop_all();
bool is_voice_active(VoiceID) const;
bool is_active() const;
void set_mix_rate(VoiceID p_voice, int p_mix_rate);
void set_pitch_scale(VoiceID p_voice, float p_pitch_scale);
void set_volume(VoiceID p_voice, float p_volume);
void set_volume_db(VoiceID p_voice, float p_db);
void set_pan(VoiceID p_voice, float p_pan,float p_pan_depth=0,float p_pan_height=0);
void set_filter(VoiceID p_voice,FilterType p_filter,float p_cutoff,float p_resonance,float p_gain);
void set_chorus(VoiceID p_voice,float p_send);
void set_reverb(VoiceID p_voice,ReverbRoomType p_room,float p_send);
int get_mix_rate(VoiceID p_voice) const;
float get_pitch_scale(VoiceID p_voice) const;
float get_volume(VoiceID p_voice) const;
float get_volume_db(VoiceID p_voice) const;
float get_pan(VoiceID p_voice) const;
float get_pan_depth(VoiceID p_voice) const;
float get_pan_height(VoiceID p_voice) const;
FilterType get_filter_type(VoiceID p_voice) const;
float get_filter_cutoff(VoiceID p_voice) const;
float get_filter_resonance(VoiceID p_voice) const;
float get_filter_gain(VoiceID p_voice) const;
float get_chorus(VoiceID p_voice) const;
ReverbRoomType get_reverb_room(VoiceID p_voice) const;
float get_reverb(VoiceID p_voice) const;
void set_default_pitch_scale(float p_pitch_scale);
void set_default_volume(float p_volume);
void set_default_volume_db(float p_db);
void set_default_pan(float p_pan,float p_pan_depth=0,float p_pan_height=0);
void set_default_filter(FilterType p_filter,float p_cutoff,float p_resonance,float p_gain);
void set_default_chorus(float p_send);
void set_default_reverb(ReverbRoomType p_room,float p_send);
float get_default_volume() const;
float get_default_volume_db() const;
float get_default_pitch_scale() const;
float get_default_pan() const;
float get_default_pan_depth() const;
float get_default_pan_height() const;
FilterType get_default_filter_type() const;
float get_default_filter_cutoff() const;
float get_default_filter_resonance() const;
float get_default_filter_gain() const;
float get_default_chorus() const;
ReverbRoomType get_default_reverb_room() const;
float get_default_reverb() const;
String get_configuration_warning() const;
SamplePlayer();
~SamplePlayer();
};
VARIANT_ENUM_CAST( SamplePlayer::FilterType );
VARIANT_ENUM_CAST( SamplePlayer::ReverbRoomType );
#endif // SAMPLE_PLAYER_H