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!
226 lines
7.4 KiB
C++
226 lines
7.4 KiB
C++
/*************************************************************************/
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/* audio_server_javascript.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 AUDIO_SERVER_JAVASCRIPT_H
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#define AUDIO_SERVER_JAVASCRIPT_H
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#include "servers/audio_server.h"
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class AudioServerJavascript : public AudioServer {
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OBJ_TYPE(AudioServerJavascript,AudioServer);
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enum {
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INTERNAL_BUFFER_SIZE=4096,
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STREAM_SCALE_BITS=12
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};
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AudioMixer *get_mixer();
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void audio_mixer_chunk_callback(int p_frames);
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struct Sample {
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SampleFormat format;
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SampleLoopFormat loop_format;
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int loop_begin;
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int loop_end;
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int length;
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int index;
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int mix_rate;
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bool stereo;
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Vector<float> tmp_data;
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};
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mutable RID_Owner<Sample> sample_owner;
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int sample_base;
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struct Voice {
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int index;
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float volume;
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float pan;
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float pan_depth;
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float pan_height;
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float chorus;
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ReverbRoomType reverb_type;
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float reverb;
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int mix_rate;
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int sample_mix_rate;
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bool positional;
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bool active;
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};
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mutable RID_Owner<Voice> voice_owner;
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int voice_base;
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struct Stream {
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bool active;
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List<Stream*>::Element *E;
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AudioStream *audio_stream;
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EventStream *event_stream;
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float volume_scale;
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};
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List<Stream*> active_audio_streams;
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//List<Stream*> event_streams;
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float * internal_buffer;
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int internal_buffer_channels;
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int32_t * stream_buffer;
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mutable RID_Owner<Stream> stream_owner;
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float stream_volume;
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float stream_volume_scale;
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float event_voice_scale;
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float fx_volume_scale;
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void driver_process_chunk(int p_frames);
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int webaudio_mix_rate;
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static AudioServerJavascript *singleton;
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public:
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void mix_to_js(int p_frames);
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/* SAMPLE API */
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virtual RID sample_create(SampleFormat p_format, bool p_stereo, int p_length);
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virtual void sample_set_description(RID p_sample, const String& p_description);
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virtual String sample_get_description(RID p_sample) const;
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virtual SampleFormat sample_get_format(RID p_sample) const;
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virtual bool sample_is_stereo(RID p_sample) const;
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virtual int sample_get_length(RID p_sample) const;
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virtual const void* sample_get_data_ptr(RID p_sample) const;
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virtual void sample_set_data(RID p_sample, const DVector<uint8_t>& p_buffer);
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virtual DVector<uint8_t> sample_get_data(RID p_sample) const;
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virtual void sample_set_mix_rate(RID p_sample,int p_rate);
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virtual int sample_get_mix_rate(RID p_sample) const;
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virtual void sample_set_loop_format(RID p_sample,SampleLoopFormat p_format);
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virtual SampleLoopFormat sample_get_loop_format(RID p_sample) const;
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virtual void sample_set_loop_begin(RID p_sample,int p_pos);
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virtual int sample_get_loop_begin(RID p_sample) const;
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virtual void sample_set_loop_end(RID p_sample,int p_pos);
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virtual int sample_get_loop_end(RID p_sample) const;
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/* VOICE API */
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virtual RID voice_create();
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virtual void voice_play(RID p_voice, RID p_sample);
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virtual void voice_set_volume(RID p_voice, float p_volume);
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virtual void voice_set_pan(RID p_voice, float p_pan, float p_depth=0,float height=0); //pan and depth go from -1 to 1
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virtual void voice_set_filter(RID p_voice, FilterType p_type, float p_cutoff, float p_resonance, float p_gain=0);
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virtual void voice_set_chorus(RID p_voice, float p_chorus );
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virtual void voice_set_reverb(RID p_voice, ReverbRoomType p_room_type, float p_reverb);
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virtual void voice_set_mix_rate(RID p_voice, int p_mix_rate);
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virtual void voice_set_positional(RID p_voice, bool p_positional);
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virtual float voice_get_volume(RID p_voice) const;
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virtual float voice_get_pan(RID p_voice) const; //pan and depth go from -1 to 1
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virtual float voice_get_pan_depth(RID p_voice) const; //pan and depth go from -1 to 1
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virtual float voice_get_pan_height(RID p_voice) const; //pan and depth go from -1 to 1
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virtual FilterType voice_get_filter_type(RID p_voice) const;
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virtual float voice_get_filter_cutoff(RID p_voice) const;
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virtual float voice_get_filter_resonance(RID p_voice) const;
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virtual float voice_get_chorus(RID p_voice) const;
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virtual ReverbRoomType voice_get_reverb_type(RID p_voice) const;
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virtual float voice_get_reverb(RID p_voice) const;
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virtual int voice_get_mix_rate(RID p_voice) const;
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virtual bool voice_is_positional(RID p_voice) const;
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virtual void voice_stop(RID p_voice);
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virtual bool voice_is_active(RID p_voice) const;
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/* STREAM API */
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virtual RID audio_stream_create(AudioStream *p_stream);
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virtual RID event_stream_create(EventStream *p_stream);
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virtual void stream_set_active(RID p_stream, bool p_active);
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virtual bool stream_is_active(RID p_stream) const;
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virtual void stream_set_volume_scale(RID p_stream, float p_scale);
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virtual float stream_set_volume_scale(RID p_stream) const;
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/* Audio Physics API */
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virtual void free(RID p_id);
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virtual void init();
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virtual void finish();
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virtual void update();
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/* MISC config */
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virtual void lock();
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virtual void unlock();
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virtual int get_default_channel_count() const;
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virtual int get_default_mix_rate() const;
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virtual void set_stream_global_volume_scale(float p_volume);
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virtual void set_fx_global_volume_scale(float p_volume);
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virtual void set_event_voice_global_volume_scale(float p_volume);
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virtual float get_stream_global_volume_scale() const;
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virtual float get_fx_global_volume_scale() const;
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virtual float get_event_voice_global_volume_scale() const;
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virtual uint32_t read_output_peak() const;
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static AudioServer *get_singleton();
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virtual double get_mix_time() const; //useful for video -> audio sync
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virtual double get_output_delay() const;
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AudioServerJavascript();
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};
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#endif // AUDIO_SERVER_JAVASCRIPT_H
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