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!
115 lines
4.7 KiB
C++
115 lines
4.7 KiB
C++
/*************************************************************************/
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/* cp_mixer.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 CP_MIXER_H
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#define CP_MIXER_H
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#include "cp_sample_defs.h"
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/**Abstract base class representing a mixer
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*@author Juan Linietsky
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*/
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/******************************
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mixer.h
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----------
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Abstract base class for the mixer.
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This is what the player uses to setup
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voices and stuff.. this way
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it can be abstracted to hardware
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devices or other stuff..
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********************************/
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class CPSample_ID; /* need this */
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class CPMixer {
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public:
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enum {
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FREQUENCY_BITS=8
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};
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enum ReverbMode {
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REVERB_MODE_ROOM,
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REVERB_MODE_STUDIO_SMALL,
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REVERB_MODE_STUDIO_MEDIUM,
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REVERB_MODE_STUDIO_LARGE,
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REVERB_MODE_HALL,
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REVERB_MODE_SPACE_ECHO,
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REVERB_MODE_ECHO,
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REVERB_MODE_DELAY,
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REVERB_MODE_HALF_ECHO
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};
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/* Callback */
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virtual void set_callback_interval(int p_interval_us)=0; //in usecs, for tracker it's 2500000/tempo
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virtual void set_callback(void (*p_callback)(void*),void *p_userdata)=0;
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/* Voice Control */
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virtual void setup_voice(int p_voice_index,CPSample_ID p_sample_id,int32_t p_start_index) =0;
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virtual void stop_voice(int p_voice_index) =0;
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virtual void set_voice_frequency(int p_voice_index,int32_t p_freq) =0; //in freq*FREQUENCY_BITS
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virtual void set_voice_panning(int p_voice_index,int p_pan) =0;
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virtual void set_voice_volume(int p_voice_index,int p_vol) =0;
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virtual void set_voice_filter(int p_filter,bool p_enabled,uint8_t p_cutoff, uint8_t p_resonance )=0;
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virtual void set_voice_reverb_send(int p_voice_index,int p_reverb)=0;
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virtual void set_voice_chorus_send(int p_voice_index,int p_chorus)=0; /* 0 - 255 */
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virtual void set_reverb_mode(ReverbMode p_mode)=0;
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virtual void set_chorus_params(unsigned int p_delay_ms,unsigned int p_separation_ms,unsigned int p_depth_ms10,unsigned int p_speed_hz10)=0;
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/* Info retrieving */
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virtual int32_t get_voice_sample_pos_index(int p_voice_index) =0;
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virtual int get_voice_panning(int p_voice_index) =0;
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virtual int get_voice_volume(int p_voice_index) =0;
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virtual CPSample_ID get_voice_sample_id(int p_voice_index) =0;
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virtual bool is_voice_active(int p_voice_index) =0;
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virtual int get_active_voice_count()=0;
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virtual int get_total_voice_count()=0;
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virtual uint32_t get_mix_frequency()=0; //if mixer is not software, return 0
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/* Methods below only work with software mixers, meant for software-based sound drivers, hardware mixers ignore them */
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virtual int32_t process(int32_t p_frames)=0; /* Call this to process N frames, returns how much it was processed */
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virtual int32_t *get_mixdown_buffer_ptr()=0; /* retrieve what was mixed */
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virtual void set_mix_frequency(int32_t p_mix_frequency)=0;
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virtual ~CPMixer() {}
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};
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#endif
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