godot/scene/audio/sample_player.h
Juan Linietsky c195c0df6b -Added configuration warning system for nodes
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00

201 lines
6.3 KiB
C++

/*************************************************************************/
/* sample_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 {
OBJ_TYPE( 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