pandemonium_engine/servers/audio/effects/audio_stream_generator.h

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#ifndef AUDIO_STREAM_GENERATOR_H
#define AUDIO_STREAM_GENERATOR_H
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/*************************************************************************/
/* audio_stream_generator.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "core/containers/ring_buffer.h"
#include "servers/audio/audio_stream.h"
class AudioStreamGenerator : public AudioStream {
GDCLASS(AudioStreamGenerator, AudioStream);
float mix_rate;
float buffer_len;
protected:
static void _bind_methods();
public:
void set_mix_rate(float p_mix_rate);
float get_mix_rate() const;
void set_buffer_length(float p_seconds);
float get_buffer_length() const;
virtual Ref<AudioStreamPlayback> instance_playback();
virtual String get_stream_name() const;
virtual float get_length() const;
AudioStreamGenerator();
};
class AudioStreamGeneratorPlayback : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamGeneratorPlayback, AudioStreamPlaybackResampled);
friend class AudioStreamGenerator;
RingBuffer<AudioFrame> buffer;
int skips;
bool active;
float mixed;
AudioStreamGenerator *generator;
protected:
virtual void _mix_internal(AudioFrame *p_buffer, int p_frames);
virtual float get_stream_sampling_rate();
static void _bind_methods();
public:
virtual void start(float p_from_pos = 0.0);
virtual void stop();
virtual bool is_playing() const;
virtual int get_loop_count() const; //times it looped
virtual float get_playback_position() const;
virtual void seek(float p_time);
bool push_frame(const Vector2 &p_frame);
bool can_push_buffer(int p_frames) const;
bool push_buffer(const PoolVector2Array &p_frames);
int get_frames_available() const;
int get_skips() const;
void clear_buffer();
AudioStreamGeneratorPlayback();
};
#endif // AUDIO_STREAM_GENERATOR_H