Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
265 lines
7.8 KiB
C++
265 lines
7.8 KiB
C++
/*************************************************************************/
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/* spatial_sound_2d_server_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 SPATIAL_SOUND_2D_SERVER_SW_H
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#define SPATIAL_SOUND_2D_SERVER_SW_H
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#include "servers/spatial_sound_2d_server.h"
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#include "os/thread_safe.h"
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class SpatialSound2DServerSW : public SpatialSound2DServer {
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GDCLASS(SpatialSound2DServerSW,SpatialSound2DServer);
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_THREAD_SAFE_CLASS_
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enum {
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INTERNAL_BUFFER_SIZE=4096,
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INTERNAL_BUFFER_MAX_CHANNELS=4,
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VOICE_IS_STREAM=-1
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};
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struct InternalAudioStream : public AudioServer::AudioStream {
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::SpatialSound2DServerSW *owner;
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virtual int get_channel_count() const;
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virtual void set_mix_rate(int p_rate); //notify the stream of the mix rate
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virtual bool mix(int32_t *p_buffer,int p_frames);
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virtual void update();
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};
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InternalAudioStream *internal_audio_stream;
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RID internal_audio_stream_rid;
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int32_t *internal_buffer;
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int internal_buffer_channels;
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bool internal_buffer_mix(int32_t *p_buffer,int p_frames);
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struct Room;
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struct Space : public RID_Data {
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RID default_room;
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Set<RID> rooms;
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Set<RID> sources;
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Set<RID> listeners;
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//Octree<Room> octree;
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};
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mutable RID_Owner<Space> space_owner;
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struct Room : public RID_Data {
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RID space;
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Transform2D transform;
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Transform2D inverse_transform;
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PoolVector<Point2> bounds;
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RoomReverb reverb;
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float params[ROOM_PARAM_MAX];
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bool override_other_sources;
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//OctreeElementID octree_id;
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int level;
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Room();
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};
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mutable RID_Owner<Room> room_owner;
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struct Source : public RID_Data {
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struct Voice {
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RID voice_rid;
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RID sample_rid;
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bool active;
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bool restart;
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float pitch_scale;
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float volume_scale;
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int sample_mix_rate;
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float last_volume;
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float last_filter_gain;
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float last_filter_cutoff;
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Vector2 last_panning;
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int last_mix_rate;
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RoomReverb last_reverb_room;
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float last_reverb_send;
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Voice();
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~Voice();
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};
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struct StreamData {
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Vector2 panning;
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RoomReverb reverb;
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float reverb_send;
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float volume;
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float filter_gain;
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float filter_cutoff;
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struct FilterState {
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float ha[2];
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float hb[2];
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} filter_state[4];
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StreamData() {
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reverb_send=0;
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reverb=ROOM_REVERB_HALL;
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volume=1.0;
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filter_gain=1;
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filter_cutoff=5000;
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}
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} stream_data;
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RID space;
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Transform2D transform;
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float params[SOURCE_PARAM_MAX];
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AudioServer::AudioStream *stream;
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Vector<Voice> voices;
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int last_voice;
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Source();
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};
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mutable RID_Owner<Source> source_owner;
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struct Listener : public RID_Data {
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RID space;
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Transform2D transform;
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float params[LISTENER_PARAM_MAX];
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Listener();
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};
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mutable RID_Owner<Listener> listener_owner;
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struct ActiveVoice {
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Source *source;
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int voice;
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bool operator<(const ActiveVoice& p_voice) const { return (voice==p_voice.voice)?(source<p_voice.source):(voice<p_voice.voice); }
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ActiveVoice(Source *p_source=NULL,int p_voice=0) { source=p_source; voice=p_voice; }
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};
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// Room *cull_rooms[MAX_CULL_ROOMS];
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Set<Source*> streaming_sources;
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Set<ActiveVoice> active_voices;
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void _clean_up_owner(RID_OwnerBase *p_owner, const char *p_area);
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void _update_sources();
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public:
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/* SPACE */
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virtual RID space_create();
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/* ROOM */
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virtual RID room_create();
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virtual void room_set_space(RID p_room,RID p_space);
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virtual RID room_get_space(RID p_room) const;
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virtual void room_set_bounds(RID p_room, const PoolVector<Point2>& p_bounds);
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virtual PoolVector<Point2> room_get_bounds(RID p_room) const;
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virtual void room_set_transform(RID p_room, const Transform2D& p_transform);
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virtual Transform2D room_get_transform(RID p_room) const;
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virtual void room_set_param(RID p_room, RoomParam p_param, float p_value);
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virtual float room_get_param(RID p_room, RoomParam p_param) const;
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virtual void room_set_level(RID p_room, int p_level);
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virtual int room_get_level(RID p_room) const;
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virtual void room_set_reverb(RID p_room, RoomReverb p_reverb);
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virtual RoomReverb room_get_reverb(RID p_room) const;
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//useful for underwater or rooms with very strange conditions
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virtual void room_set_force_params_to_all_sources(RID p_room, bool p_force);
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virtual bool room_is_forcing_params_to_all_sources(RID p_room) const;
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/* SOURCE */
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virtual RID source_create(RID p_space);
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virtual void source_set_polyphony(RID p_source,int p_voice_count);
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virtual int source_get_polyphony(RID p_source) const;
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virtual void source_set_transform(RID p_source, const Transform2D& p_transform);
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virtual Transform2D source_get_transform(RID p_source) const;
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virtual void source_set_param(RID p_source, SourceParam p_param, float p_value);
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virtual float source_get_param(RID p_source, SourceParam p_param) const;
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virtual void source_set_audio_stream(RID p_source, AudioServer::AudioStream *p_stream); //null to unset
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virtual SourceVoiceID source_play_sample(RID p_source, RID p_sample, int p_mix_rate, int p_voice=SOURCE_NEXT_VOICE);
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/* VOICES */
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virtual void source_voice_set_pitch_scale(RID p_source, SourceVoiceID p_voice, float p_pitch_scale);
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virtual void source_voice_set_volume_scale_db(RID p_source, SourceVoiceID p_voice, float p_volume);
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virtual bool source_is_voice_active(RID p_source, SourceVoiceID p_voice) const;
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virtual void source_stop_voice(RID p_source, SourceVoiceID p_voice);
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/* LISTENER */
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virtual RID listener_create();
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virtual void listener_set_space(RID p_listener, RID p_space);
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virtual void listener_set_transform(RID p_listener, const Transform2D& p_transform);
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virtual Transform2D listener_get_transform(RID p_listener) const;
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virtual void listener_set_param(RID p_listener, ListenerParam p_param, float p_value);
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virtual float listener_get_param(RID p_listener, ListenerParam p_param) const;
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/* MISC */
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virtual void free(RID p_id);
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virtual void init();
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virtual void update(float p_delta);
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virtual void finish();
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SpatialSound2DServerSW();
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};
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#endif // SPATIAL_SOUND_2D_SERVER_SW_H
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