godot/servers/audio/voice_rb_sw.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

147 lines
3.8 KiB
C++

/*************************************************************************/
/* voice_rb_sw.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 VOICE_RB_SW_H
#define VOICE_RB_SW_H
#include "servers/audio_server.h"
#include "os/os.h"
class VoiceRBSW {
public:
enum {
VOICE_RB_SIZE=1024
};
struct Command {
enum Type {
CMD_NONE,
CMD_PLAY,
CMD_STOP,
CMD_SET_VOLUME,
CMD_SET_PAN,
CMD_SET_FILTER,
CMD_SET_CHORUS,
CMD_SET_REVERB,
CMD_SET_MIX_RATE,
CMD_SET_POSITIONAL,
CMD_CHANGE_ALL_FX_VOLUMES
};
Type type;
RID voice;
struct {
RID sample;
} play;
union {
struct {
float volume;
} volume;
struct {
float pan,depth,height;
} pan;
struct {
AS::FilterType type;
float cutoff;
float resonance;
float gain;
} filter;
struct {
float send;
} chorus;
struct {
float send;
AS::ReverbRoomType room;
} reverb;
struct {
int mix_rate;
} mix_rate;
struct {
bool positional;
} positional;
};
Command() { type=CMD_NONE; }
};
private:
Command voice_cmd_rb[VOICE_RB_SIZE];
volatile int read_pos;
volatile int write_pos;
public:
_FORCE_INLINE_ bool commands_left() const { return read_pos!=write_pos; }
_FORCE_INLINE_ Command pop_command() {
ERR_FAIL_COND_V( read_pos==write_pos, Command() );
Command cmd=voice_cmd_rb[read_pos];
read_pos=(read_pos+1)%VOICE_RB_SIZE;
return cmd;
}
_FORCE_INLINE_ void push_command(const Command& p_command) {
bool full = ((write_pos+1)%VOICE_RB_SIZE)==read_pos;
if (full) {
#ifdef DEBUG_ENABLED
if (OS::get_singleton()->is_stdout_verbose()) {
ERR_EXPLAIN("Audio Ring Buffer Full (too many commands");
ERR_FAIL_COND( ((write_pos+1)%VOICE_RB_SIZE)==read_pos);
}
#endif
return;
}
voice_cmd_rb[write_pos]=p_command;
write_pos=(write_pos+1)%VOICE_RB_SIZE;
}
VoiceRBSW() { read_pos=write_pos=0; }
};
#endif // VOICE_RB_SW_H