godot/scene/3d/audio_stream_player_3d.cpp
PouleyKetchoupp acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00

890 lines
33 KiB
C++

/*************************************************************************/
/* audio_stream_player_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "audio_stream_player_3d.h"
#include "scene/3d/area_3d.h"
#include "scene/3d/audio_listener_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/main/viewport.h"
// Based on "A Novel Multichannel Panning Method for Standard and Arbitrary Loudspeaker Configurations" by Ramy Sadek and Chris Kyriakakis (2004)
// Speaker-Placement Correction Amplitude Panning (SPCAP)
class Spcap {
private:
struct Speaker {
Vector3 direction;
real_t effective_number_of_speakers = 0; // precalculated
mutable real_t squared_gain = 0; // temporary
};
Vector<Speaker> speakers;
public:
Spcap(unsigned int speaker_count, const Vector3 *speaker_directions) {
this->speakers.resize(speaker_count);
Speaker *w = this->speakers.ptrw();
for (unsigned int speaker_num = 0; speaker_num < speaker_count; speaker_num++) {
w[speaker_num].direction = speaker_directions[speaker_num];
w[speaker_num].squared_gain = 0.0;
w[speaker_num].effective_number_of_speakers = 0.0;
for (unsigned int other_speaker_num = 0; other_speaker_num < speaker_count; other_speaker_num++) {
w[speaker_num].effective_number_of_speakers += 0.5 * (1.0 + w[speaker_num].direction.dot(w[other_speaker_num].direction));
}
}
}
unsigned int get_speaker_count() const {
return (unsigned int)this->speakers.size();
}
Vector3 get_speaker_direction(unsigned int index) const {
return this->speakers.ptr()[index].direction;
}
void calculate(const Vector3 &source_direction, real_t tightness, unsigned int volume_count, real_t *volumes) const {
const Speaker *r = this->speakers.ptr();
real_t sum_squared_gains = 0.0;
for (unsigned int speaker_num = 0; speaker_num < (unsigned int)this->speakers.size(); speaker_num++) {
real_t initial_gain = 0.5 * powf(1.0 + r[speaker_num].direction.dot(source_direction), tightness) / r[speaker_num].effective_number_of_speakers;
r[speaker_num].squared_gain = initial_gain * initial_gain;
sum_squared_gains += r[speaker_num].squared_gain;
}
for (unsigned int speaker_num = 0; speaker_num < MIN(volume_count, (unsigned int)this->speakers.size()); speaker_num++) {
volumes[speaker_num] = sqrtf(r[speaker_num].squared_gain / sum_squared_gains);
}
}
};
//TODO: hardcoded main speaker directions for 2, 3.1, 5.1 and 7.1 setups - these are simplified and could also be made configurable
static const Vector3 speaker_directions[7] = {
Vector3(-1.0, 0.0, -1.0).normalized(), // front-left
Vector3(1.0, 0.0, -1.0).normalized(), // front-right
Vector3(0.0, 0.0, -1.0).normalized(), // center
Vector3(-1.0, 0.0, 1.0).normalized(), // rear-left
Vector3(1.0, 0.0, 1.0).normalized(), // rear-right
Vector3(-1.0, 0.0, 0.0).normalized(), // side-left
Vector3(1.0, 0.0, 0.0).normalized(), // side-right
};
void AudioStreamPlayer3D::_calc_output_vol(const Vector3 &source_dir, real_t tightness, Vector<AudioFrame> &output) {
unsigned int speaker_count = 0; // only main speakers (no LFE)
switch (AudioServer::get_singleton()->get_speaker_mode()) {
case AudioServer::SPEAKER_MODE_STEREO:
speaker_count = 2;
break;
case AudioServer::SPEAKER_SURROUND_31:
speaker_count = 3;
break;
case AudioServer::SPEAKER_SURROUND_51:
speaker_count = 5;
break;
case AudioServer::SPEAKER_SURROUND_71:
speaker_count = 7;
break;
}
Spcap spcap(speaker_count, speaker_directions); //TODO: should only be created/recreated once the speaker mode / speaker positions changes
real_t volumes[7];
spcap.calculate(source_dir, tightness, speaker_count, volumes);
switch (AudioServer::get_singleton()->get_speaker_mode()) {
case AudioServer::SPEAKER_SURROUND_71:
output.write[3].l = volumes[5]; // side-left
output.write[3].r = volumes[6]; // side-right
[[fallthrough]];
case AudioServer::SPEAKER_SURROUND_51:
output.write[2].l = volumes[3]; // rear-left
output.write[2].r = volumes[4]; // rear-right
[[fallthrough]];
case AudioServer::SPEAKER_SURROUND_31:
output.write[1].r = 1.0; // LFE - always full power
output.write[1].l = volumes[2]; // center
[[fallthrough]];
case AudioServer::SPEAKER_MODE_STEREO:
output.write[0].r = volumes[1]; // front-right
output.write[0].l = volumes[0]; // front-left
break;
}
}
void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_pos, Vector<AudioFrame> direct_path_vol, Vector<AudioFrame> &reverb_vol) {
reverb_vol.resize(4);
reverb_vol.write[0] = AudioFrame(0, 0);
reverb_vol.write[1] = AudioFrame(0, 0);
reverb_vol.write[2] = AudioFrame(0, 0);
reverb_vol.write[3] = AudioFrame(0, 0);
float uniformity = area->get_reverb_uniformity();
float area_send = area->get_reverb_amount();
if (uniformity > 0.0) {
float distance = listener_area_pos.length();
float attenuation = Math::db2linear(_get_attenuation_db(distance));
// Determine the fraction of sound that would come from each speaker if they were all driven uniformly.
float center_val[3] = { 0.5f, 0.25f, 0.16666f };
int channel_count = AudioServer::get_singleton()->get_channel_count();
AudioFrame center_frame(center_val[channel_count - 1], center_val[channel_count - 1]);
if (attenuation < 1.0) {
//pan the uniform sound
Vector3 rev_pos = listener_area_pos;
rev_pos.y = 0;
rev_pos.normalize();
if (channel_count >= 1) {
// Stereo pair
float c = rev_pos.x * 0.5 + 0.5;
reverb_vol.write[0].l = 1.0 - c;
reverb_vol.write[0].r = c;
}
if (channel_count >= 3) {
// Center pair + Side pair
float xl = Vector3(-1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
float xr = Vector3(1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
reverb_vol.write[1].l = xl;
reverb_vol.write[1].r = xr;
reverb_vol.write[2].l = 1.0 - xr;
reverb_vol.write[2].r = 1.0 - xl;
}
if (channel_count >= 4) {
// Rear pair
// FIXME: Not sure what math should be done here
float c = rev_pos.x * 0.5 + 0.5;
reverb_vol.write[3].l = 1.0 - c;
reverb_vol.write[3].r = c;
}
for (int i = 0; i < channel_count; i++) {
reverb_vol.write[i] = reverb_vol[i].lerp(center_frame, attenuation);
}
} else {
for (int i = 0; i < channel_count; i++) {
reverb_vol.write[i] = center_frame;
}
}
for (int i = 0; i < channel_count; i++) {
reverb_vol.write[i] = direct_path_vol[i].lerp(reverb_vol[i] * attenuation, uniformity);
reverb_vol.write[i] *= area_send;
}
} else {
for (int i = 0; i < 4; i++) {
reverb_vol.write[i] = direct_path_vol[i] * area_send;
}
}
}
float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
float att = 0;
switch (attenuation_model) {
case ATTENUATION_INVERSE_DISTANCE: {
att = Math::linear2db(1.0 / ((p_distance / unit_size) + CMP_EPSILON));
} break;
case ATTENUATION_INVERSE_SQUARE_DISTANCE: {
float d = (p_distance / unit_size);
d *= d;
att = Math::linear2db(1.0 / (d + CMP_EPSILON));
} break;
case ATTENUATION_LOGARITHMIC: {
att = -20 * Math::log(p_distance / unit_size + CMP_EPSILON);
} break;
case ATTENUATION_DISABLED:
break;
default: {
ERR_PRINT("Unknown attenuation type");
break;
}
}
att += unit_db;
if (att > max_db) {
att = max_db;
}
return att;
}
void AudioStreamPlayer3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
velocity_tracker->reset(get_global_transform().origin);
AudioServer::get_singleton()->add_listener_changed_callback(_listener_changed_cb, this);
if (autoplay && !Engine::get_singleton()->is_editor_hint()) {
play();
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
stop();
AudioServer::get_singleton()->remove_listener_changed_callback(_listener_changed_cb, this);
}
if (p_what == NOTIFICATION_PAUSED) {
if (!can_process()) {
// Node can't process so we start fading out to silence
set_stream_paused(true);
}
}
if (p_what == NOTIFICATION_UNPAUSED) {
set_stream_paused(false);
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
velocity_tracker->update_position(get_global_transform().origin);
}
}
if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
//update anything related to position first, if possible of course
Vector<AudioFrame> volume_vector;
if (setplay.get() > 0 || (active.is_set() && last_mix_count != AudioServer::get_singleton()->get_mix_count())) {
volume_vector = _update_panning();
}
if (setplay.get() >= 0 && stream.is_valid()) {
active.set();
Ref<AudioStreamPlayback> new_playback = stream->instance_playback();
ERR_FAIL_COND_MSG(new_playback.is_null(), "Failed to instantiate playback.");
Map<StringName, Vector<AudioFrame>> bus_map;
bus_map[_get_actual_bus()] = volume_vector;
AudioServer::get_singleton()->start_playback_stream(new_playback, bus_map, setplay.get(), actual_pitch_scale, linear_attenuation, attenuation_filter_cutoff_hz);
stream_playbacks.push_back(new_playback);
setplay.set(-1);
}
if (!stream_playbacks.is_empty() && active.is_set()) {
// Stop playing if no longer active.
Vector<Ref<AudioStreamPlayback>> playbacks_to_remove;
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
if (playback.is_valid() && !AudioServer::get_singleton()->is_playback_active(playback) && !AudioServer::get_singleton()->is_playback_paused(playback)) {
playbacks_to_remove.push_back(playback);
}
}
// Now go through and remove playbacks that have finished. Removing elements from a Vector in a range based for is asking for trouble.
for (Ref<AudioStreamPlayback> &playback : playbacks_to_remove) {
stream_playbacks.erase(playback);
}
if (!playbacks_to_remove.is_empty() && stream_playbacks.is_empty()) {
// This node is no longer actively playing audio.
active.clear();
set_physics_process_internal(false);
}
if (!playbacks_to_remove.is_empty()) {
emit_signal(SNAME("finished"));
}
}
while (stream_playbacks.size() > max_polyphony) {
AudioServer::get_singleton()->stop_playback_stream(stream_playbacks[0]);
stream_playbacks.remove(0);
}
}
}
Area3D *AudioStreamPlayer3D::_get_overriding_area() {
//check if any area is diverting sound into a bus
Ref<World3D> world_3d = get_world_3d();
ERR_FAIL_COND_V(world_3d.is_null(), nullptr);
Vector3 global_pos = get_global_transform().origin;
PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
PhysicsDirectSpaceState3D::ShapeResult sr[MAX_INTERSECT_AREAS];
PhysicsDirectSpaceState3D::PointParameters point_params;
point_params.position = global_pos;
point_params.collision_mask = area_mask;
point_params.collide_with_bodies = false;
point_params.collide_with_areas = true;
int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS);
for (int i = 0; i < areas; i++) {
if (!sr[i].collider) {
continue;
}
Area3D *tarea = Object::cast_to<Area3D>(sr[i].collider);
if (!tarea) {
continue;
}
if (!tarea->is_overriding_audio_bus() && !tarea->is_using_reverb_bus()) {
continue;
}
return tarea;
}
return nullptr;
}
StringName AudioStreamPlayer3D::_get_actual_bus() {
Area3D *overriding_area = _get_overriding_area();
if (overriding_area && overriding_area->is_overriding_audio_bus() && !overriding_area->is_using_reverb_bus()) {
return overriding_area->get_audio_bus_name();
}
return bus;
}
Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
Vector<AudioFrame> output_volume_vector;
output_volume_vector.resize(4);
for (AudioFrame &frame : output_volume_vector) {
frame = AudioFrame(0, 0);
}
if (!active.is_set() || stream.is_null()) {
return output_volume_vector;
}
Vector3 linear_velocity;
//compute linear velocity for doppler
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
linear_velocity = velocity_tracker->get_tracked_linear_velocity();
}
Vector3 global_pos = get_global_transform().origin;
Ref<World3D> world_3d = get_world_3d();
ERR_FAIL_COND_V(world_3d.is_null(), output_volume_vector);
Set<Camera3D *> cameras = world_3d->get_cameras();
cameras.insert(get_viewport()->get_camera_3d());
PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
for (Camera3D *camera : cameras) {
Viewport *vp = camera->get_viewport();
if (!vp->is_audio_listener_3d()) {
continue;
}
bool listener_is_camera = true;
Node3D *listener_node = camera;
AudioListener3D *listener = vp->get_audio_listener_3d();
if (listener) {
listener_node = listener;
listener_is_camera = false;
}
Vector3 local_pos = listener_node->get_global_transform().orthonormalized().affine_inverse().xform(global_pos);
float dist = local_pos.length();
Vector3 area_sound_pos;
Vector3 listener_area_pos;
Area3D *area = _get_overriding_area();
if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
area_sound_pos = space_state->get_closest_point_to_object_volume(area->get_rid(), listener_node->get_global_transform().origin);
listener_area_pos = listener_node->get_global_transform().affine_inverse().xform(area_sound_pos);
}
if (max_distance > 0) {
float total_max = max_distance;
if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
total_max = MAX(total_max, listener_area_pos.length());
}
if (total_max > max_distance) {
continue; //can't hear this sound in this listener
}
}
float multiplier = Math::db2linear(_get_attenuation_db(dist));
if (max_distance > 0) {
multiplier *= MAX(0, 1.0 - (dist / max_distance));
}
float db_att = (1.0 - MIN(1.0, multiplier)) * attenuation_filter_db;
if (emission_angle_enabled) {
Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
float c = listenertopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
float angle = Math::rad2deg(Math::acos(c));
if (angle > emission_angle) {
db_att -= -emission_angle_filter_attenuation_db;
}
}
linear_attenuation = Math::db2linear(db_att);
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
AudioServer::get_singleton()->set_playback_highshelf_params(playback, linear_attenuation, attenuation_filter_cutoff_hz);
}
//TODO: The lower the second parameter (tightness) the more the sound will "enclose" the listener (more undirected / playing from
// speakers not facing the source) - this could be made distance dependent.
_calc_output_vol(local_pos.normalized(), 4.0, output_volume_vector);
for (unsigned int k = 0; k < 4; k++) {
output_volume_vector.write[k] = multiplier * output_volume_vector[k];
}
Map<StringName, Vector<AudioFrame>> bus_volumes;
if (area) {
if (area->is_overriding_audio_bus()) {
//override audio bus
bus_volumes[area->get_audio_bus_name()] = output_volume_vector;
}
if (area->is_using_reverb_bus()) {
StringName reverb_bus_name = area->get_reverb_bus();
Vector<AudioFrame> reverb_vol;
_calc_reverb_vol(area, listener_area_pos, output_volume_vector, reverb_vol);
bus_volumes[reverb_bus_name] = reverb_vol;
}
} else {
bus_volumes[bus] = output_volume_vector;
}
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
AudioServer::get_singleton()->set_playback_bus_volumes_linear(playback, bus_volumes);
}
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
Vector3 listener_velocity;
if (listener_is_camera) {
listener_velocity = camera->get_doppler_tracked_velocity();
}
Vector3 local_velocity = listener_node->get_global_transform().orthonormalized().basis.xform_inv(linear_velocity - listener_velocity);
if (local_velocity != Vector3()) {
float approaching = local_pos.normalized().dot(local_velocity.normalized());
float velocity = local_velocity.length();
float speed_of_sound = 343.0;
float doppler_pitch_scale = pitch_scale * speed_of_sound / (speed_of_sound + velocity * approaching);
doppler_pitch_scale = CLAMP(doppler_pitch_scale, (1 / 8.0), 8.0); //avoid crazy stuff
actual_pitch_scale = doppler_pitch_scale;
} else {
actual_pitch_scale = pitch_scale;
}
} else {
actual_pitch_scale = pitch_scale;
}
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
AudioServer::get_singleton()->set_playback_pitch_scale(playback, actual_pitch_scale);
}
}
return output_volume_vector;
}
void AudioStreamPlayer3D::set_stream(Ref<AudioStream> p_stream) {
stop();
stream = p_stream;
}
Ref<AudioStream> AudioStreamPlayer3D::get_stream() const {
return stream;
}
void AudioStreamPlayer3D::set_unit_db(float p_volume) {
unit_db = p_volume;
}
float AudioStreamPlayer3D::get_unit_db() const {
return unit_db;
}
void AudioStreamPlayer3D::set_unit_size(float p_volume) {
unit_size = p_volume;
}
float AudioStreamPlayer3D::get_unit_size() const {
return unit_size;
}
void AudioStreamPlayer3D::set_max_db(float p_boost) {
max_db = p_boost;
}
float AudioStreamPlayer3D::get_max_db() const {
return max_db;
}
void AudioStreamPlayer3D::set_pitch_scale(float p_pitch_scale) {
ERR_FAIL_COND(p_pitch_scale <= 0.0);
pitch_scale = p_pitch_scale;
}
float AudioStreamPlayer3D::get_pitch_scale() const {
return pitch_scale;
}
void AudioStreamPlayer3D::play(float p_from_pos) {
if (stream.is_null()) {
return;
}
ERR_FAIL_COND_MSG(!is_inside_tree(), "Playback can only happen when a node is inside the scene tree");
if (stream->is_monophonic() && is_playing()) {
stop();
}
setplay.set(p_from_pos);
active.set();
set_physics_process_internal(true);
}
void AudioStreamPlayer3D::seek(float p_seconds) {
stop();
play(p_seconds);
}
void AudioStreamPlayer3D::stop() {
setplay.set(-1);
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
AudioServer::get_singleton()->stop_playback_stream(playback);
}
stream_playbacks.clear();
active.clear();
set_physics_process_internal(false);
}
bool AudioStreamPlayer3D::is_playing() const {
for (const Ref<AudioStreamPlayback> &playback : stream_playbacks) {
if (AudioServer::get_singleton()->is_playback_active(playback)) {
return true;
}
}
return false;
}
float AudioStreamPlayer3D::get_playback_position() {
// Return the playback position of the most recently started playback stream.
if (!stream_playbacks.is_empty()) {
return AudioServer::get_singleton()->get_playback_position(stream_playbacks[stream_playbacks.size() - 1]);
}
return 0;
}
void AudioStreamPlayer3D::set_bus(const StringName &p_bus) {
//if audio is active, must lock this
AudioServer::get_singleton()->lock();
bus = p_bus;
AudioServer::get_singleton()->unlock();
}
StringName AudioStreamPlayer3D::get_bus() const {
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (AudioServer::get_singleton()->get_bus_name(i) == bus) {
return bus;
}
}
return SNAME("Master");
}
void AudioStreamPlayer3D::set_autoplay(bool p_enable) {
autoplay = p_enable;
}
bool AudioStreamPlayer3D::is_autoplay_enabled() {
return autoplay;
}
void AudioStreamPlayer3D::_set_playing(bool p_enable) {
if (p_enable) {
play();
} else {
stop();
}
}
bool AudioStreamPlayer3D::_is_active() const {
return active.is_set();
}
void AudioStreamPlayer3D::_validate_property(PropertyInfo &property) const {
if (property.name == "bus") {
String options;
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (i > 0) {
options += ",";
}
String name = AudioServer::get_singleton()->get_bus_name(i);
options += name;
}
property.hint_string = options;
}
Node3D::_validate_property(property);
}
void AudioStreamPlayer3D::_bus_layout_changed() {
notify_property_list_changed();
}
void AudioStreamPlayer3D::set_max_distance(float p_metres) {
ERR_FAIL_COND(p_metres < 0.0);
max_distance = p_metres;
}
float AudioStreamPlayer3D::get_max_distance() const {
return max_distance;
}
void AudioStreamPlayer3D::set_area_mask(uint32_t p_mask) {
area_mask = p_mask;
}
uint32_t AudioStreamPlayer3D::get_area_mask() const {
return area_mask;
}
void AudioStreamPlayer3D::set_emission_angle_enabled(bool p_enable) {
emission_angle_enabled = p_enable;
update_gizmos();
}
bool AudioStreamPlayer3D::is_emission_angle_enabled() const {
return emission_angle_enabled;
}
void AudioStreamPlayer3D::set_emission_angle(float p_angle) {
ERR_FAIL_COND(p_angle < 0 || p_angle > 90);
emission_angle = p_angle;
update_gizmos();
}
float AudioStreamPlayer3D::get_emission_angle() const {
return emission_angle;
}
void AudioStreamPlayer3D::set_emission_angle_filter_attenuation_db(float p_angle_attenuation_db) {
emission_angle_filter_attenuation_db = p_angle_attenuation_db;
}
float AudioStreamPlayer3D::get_emission_angle_filter_attenuation_db() const {
return emission_angle_filter_attenuation_db;
}
void AudioStreamPlayer3D::set_attenuation_filter_cutoff_hz(float p_hz) {
attenuation_filter_cutoff_hz = p_hz;
}
float AudioStreamPlayer3D::get_attenuation_filter_cutoff_hz() const {
return attenuation_filter_cutoff_hz;
}
void AudioStreamPlayer3D::set_attenuation_filter_db(float p_db) {
attenuation_filter_db = p_db;
}
float AudioStreamPlayer3D::get_attenuation_filter_db() const {
return attenuation_filter_db;
}
void AudioStreamPlayer3D::set_attenuation_model(AttenuationModel p_model) {
ERR_FAIL_INDEX((int)p_model, 4);
attenuation_model = p_model;
}
AudioStreamPlayer3D::AttenuationModel AudioStreamPlayer3D::get_attenuation_model() const {
return attenuation_model;
}
void AudioStreamPlayer3D::set_doppler_tracking(DopplerTracking p_tracking) {
if (doppler_tracking == p_tracking) {
return;
}
doppler_tracking = p_tracking;
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
set_notify_transform(true);
velocity_tracker->set_track_physics_step(doppler_tracking == DOPPLER_TRACKING_PHYSICS_STEP);
if (is_inside_tree()) {
velocity_tracker->reset(get_global_transform().origin);
}
} else {
set_notify_transform(false);
}
}
AudioStreamPlayer3D::DopplerTracking AudioStreamPlayer3D::get_doppler_tracking() const {
return doppler_tracking;
}
void AudioStreamPlayer3D::set_stream_paused(bool p_pause) {
// TODO this does not have perfect recall, fix that maybe? If there are zero playbacks registered with the AudioServer, this bool isn't persisted.
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
AudioServer::get_singleton()->set_playback_paused(playback, p_pause);
}
}
bool AudioStreamPlayer3D::get_stream_paused() const {
// There's currently no way to pause some playback streams but not others. Check the first and don't bother looking at the rest.
if (!stream_playbacks.is_empty()) {
return AudioServer::get_singleton()->is_playback_paused(stream_playbacks[0]);
}
return false;
}
Ref<AudioStreamPlayback> AudioStreamPlayer3D::get_stream_playback() {
if (!stream_playbacks.is_empty()) {
return stream_playbacks[stream_playbacks.size() - 1];
}
return nullptr;
}
void AudioStreamPlayer3D::set_max_polyphony(int p_max_polyphony) {
if (p_max_polyphony > 0) {
max_polyphony = p_max_polyphony;
}
}
int AudioStreamPlayer3D::get_max_polyphony() const {
return max_polyphony;
}
void AudioStreamPlayer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_stream", "stream"), &AudioStreamPlayer3D::set_stream);
ClassDB::bind_method(D_METHOD("get_stream"), &AudioStreamPlayer3D::get_stream);
ClassDB::bind_method(D_METHOD("set_unit_db", "unit_db"), &AudioStreamPlayer3D::set_unit_db);
ClassDB::bind_method(D_METHOD("get_unit_db"), &AudioStreamPlayer3D::get_unit_db);
ClassDB::bind_method(D_METHOD("set_unit_size", "unit_size"), &AudioStreamPlayer3D::set_unit_size);
ClassDB::bind_method(D_METHOD("get_unit_size"), &AudioStreamPlayer3D::get_unit_size);
ClassDB::bind_method(D_METHOD("set_max_db", "max_db"), &AudioStreamPlayer3D::set_max_db);
ClassDB::bind_method(D_METHOD("get_max_db"), &AudioStreamPlayer3D::get_max_db);
ClassDB::bind_method(D_METHOD("set_pitch_scale", "pitch_scale"), &AudioStreamPlayer3D::set_pitch_scale);
ClassDB::bind_method(D_METHOD("get_pitch_scale"), &AudioStreamPlayer3D::get_pitch_scale);
ClassDB::bind_method(D_METHOD("play", "from_position"), &AudioStreamPlayer3D::play, DEFVAL(0.0));
ClassDB::bind_method(D_METHOD("seek", "to_position"), &AudioStreamPlayer3D::seek);
ClassDB::bind_method(D_METHOD("stop"), &AudioStreamPlayer3D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AudioStreamPlayer3D::is_playing);
ClassDB::bind_method(D_METHOD("get_playback_position"), &AudioStreamPlayer3D::get_playback_position);
ClassDB::bind_method(D_METHOD("set_bus", "bus"), &AudioStreamPlayer3D::set_bus);
ClassDB::bind_method(D_METHOD("get_bus"), &AudioStreamPlayer3D::get_bus);
ClassDB::bind_method(D_METHOD("set_autoplay", "enable"), &AudioStreamPlayer3D::set_autoplay);
ClassDB::bind_method(D_METHOD("is_autoplay_enabled"), &AudioStreamPlayer3D::is_autoplay_enabled);
ClassDB::bind_method(D_METHOD("_set_playing", "enable"), &AudioStreamPlayer3D::_set_playing);
ClassDB::bind_method(D_METHOD("_is_active"), &AudioStreamPlayer3D::_is_active);
ClassDB::bind_method(D_METHOD("set_max_distance", "metres"), &AudioStreamPlayer3D::set_max_distance);
ClassDB::bind_method(D_METHOD("get_max_distance"), &AudioStreamPlayer3D::get_max_distance);
ClassDB::bind_method(D_METHOD("set_area_mask", "mask"), &AudioStreamPlayer3D::set_area_mask);
ClassDB::bind_method(D_METHOD("get_area_mask"), &AudioStreamPlayer3D::get_area_mask);
ClassDB::bind_method(D_METHOD("set_emission_angle", "degrees"), &AudioStreamPlayer3D::set_emission_angle);
ClassDB::bind_method(D_METHOD("get_emission_angle"), &AudioStreamPlayer3D::get_emission_angle);
ClassDB::bind_method(D_METHOD("set_emission_angle_enabled", "enabled"), &AudioStreamPlayer3D::set_emission_angle_enabled);
ClassDB::bind_method(D_METHOD("is_emission_angle_enabled"), &AudioStreamPlayer3D::is_emission_angle_enabled);
ClassDB::bind_method(D_METHOD("set_emission_angle_filter_attenuation_db", "db"), &AudioStreamPlayer3D::set_emission_angle_filter_attenuation_db);
ClassDB::bind_method(D_METHOD("get_emission_angle_filter_attenuation_db"), &AudioStreamPlayer3D::get_emission_angle_filter_attenuation_db);
ClassDB::bind_method(D_METHOD("set_attenuation_filter_cutoff_hz", "degrees"), &AudioStreamPlayer3D::set_attenuation_filter_cutoff_hz);
ClassDB::bind_method(D_METHOD("get_attenuation_filter_cutoff_hz"), &AudioStreamPlayer3D::get_attenuation_filter_cutoff_hz);
ClassDB::bind_method(D_METHOD("set_attenuation_filter_db", "db"), &AudioStreamPlayer3D::set_attenuation_filter_db);
ClassDB::bind_method(D_METHOD("get_attenuation_filter_db"), &AudioStreamPlayer3D::get_attenuation_filter_db);
ClassDB::bind_method(D_METHOD("set_attenuation_model", "model"), &AudioStreamPlayer3D::set_attenuation_model);
ClassDB::bind_method(D_METHOD("get_attenuation_model"), &AudioStreamPlayer3D::get_attenuation_model);
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &AudioStreamPlayer3D::set_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &AudioStreamPlayer3D::get_doppler_tracking);
ClassDB::bind_method(D_METHOD("set_stream_paused", "pause"), &AudioStreamPlayer3D::set_stream_paused);
ClassDB::bind_method(D_METHOD("get_stream_paused"), &AudioStreamPlayer3D::get_stream_paused);
ClassDB::bind_method(D_METHOD("set_max_polyphony", "max_polyphony"), &AudioStreamPlayer3D::set_max_polyphony);
ClassDB::bind_method(D_METHOD("get_max_polyphony"), &AudioStreamPlayer3D::get_max_polyphony);
ClassDB::bind_method(D_METHOD("get_stream_playback"), &AudioStreamPlayer3D::get_stream_playback);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_stream", "get_stream");
ADD_PROPERTY(PropertyInfo(Variant::INT, "attenuation_model", PROPERTY_HINT_ENUM, "Inverse,Inverse Square,Logarithmic,Disabled"), "set_attenuation_model", "get_attenuation_model");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unit_db", PROPERTY_HINT_RANGE, "-80,80"), "set_unit_db", "get_unit_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unit_size", PROPERTY_HINT_RANGE, "0.1,100,0.01,or_greater"), "set_unit_size", "get_unit_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_db", PROPERTY_HINT_RANGE, "-24,6"), "set_max_db", "get_max_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pitch_scale", PROPERTY_HINT_RANGE, "0.01,4,0.01,or_greater"), "set_pitch_scale", "get_pitch_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "_set_playing", "is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoplay"), "set_autoplay", "is_autoplay_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stream_paused", PROPERTY_HINT_NONE, ""), "set_stream_paused", "get_stream_paused");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,or_greater"), "set_max_distance", "get_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_polyphony", PROPERTY_HINT_NONE, ""), "set_max_polyphony", "get_max_polyphony");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bus", PROPERTY_HINT_ENUM, ""), "set_bus", "get_bus");
ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask");
ADD_GROUP("Emission Angle", "emission_angle");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emission_angle_enabled"), "set_emission_angle_enabled", "is_emission_angle_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_angle_degrees", PROPERTY_HINT_RANGE, "0.1,90,0.1,degrees"), "set_emission_angle", "get_emission_angle");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_angle_filter_attenuation_db", PROPERTY_HINT_RANGE, "-80,0,0.1"), "set_emission_angle_filter_attenuation_db", "get_emission_angle_filter_attenuation_db");
ADD_GROUP("Attenuation Filter", "attenuation_filter_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1"), "set_attenuation_filter_cutoff_hz", "get_attenuation_filter_cutoff_hz");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_db", PROPERTY_HINT_RANGE, "-80,0,0.1"), "set_attenuation_filter_db", "get_attenuation_filter_db");
ADD_GROUP("Doppler", "doppler_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");
BIND_ENUM_CONSTANT(ATTENUATION_INVERSE_DISTANCE);
BIND_ENUM_CONSTANT(ATTENUATION_INVERSE_SQUARE_DISTANCE);
BIND_ENUM_CONSTANT(ATTENUATION_LOGARITHMIC);
BIND_ENUM_CONSTANT(ATTENUATION_DISABLED);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_DISABLED);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_IDLE_STEP);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_PHYSICS_STEP);
ADD_SIGNAL(MethodInfo("finished"));
}
AudioStreamPlayer3D::AudioStreamPlayer3D() {
velocity_tracker.instantiate();
AudioServer::get_singleton()->connect("bus_layout_changed", callable_mp(this, &AudioStreamPlayer3D::_bus_layout_changed));
set_disable_scale(true);
}
AudioStreamPlayer3D::~AudioStreamPlayer3D() {
}