/*************************************************************************/ /* audio_stream_player_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "audio_stream_player_2d.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "scene/2d/area_2d.h" #include "scene/2d/listener_2d.h" #include "scene/main/viewport.h" #include "scene/resources/world_2d.h" #include "servers/audio/audio_stream.h" #include "servers/audio_server.h" #include "servers/physics_2d_server.h" void AudioStreamPlayer2D::_mix_audio() { if (!stream_playback.is_valid() || !active.is_set() || (stream_paused && !stream_paused_fade_out)) { return; } if (setseek.get() >= 0.0) { stream_playback->start(setseek.get()); setseek.set(-1.0); //reset seek } //get data AudioFrame *buffer = mix_buffer.ptrw(); int buffer_size = mix_buffer.size(); if (stream_paused_fade_out) { // Short fadeout ramp buffer_size = MIN(buffer_size, 128); } stream_playback->mix(buffer, pitch_scale, buffer_size); //write all outputs int oc = output_count.get(); for (int i = 0; i < oc; i++) { Output current = outputs[i]; //see if current output exists, to keep volume ramp bool found = false; for (int j = i; j < prev_output_count; j++) { if (prev_outputs[j].viewport == current.viewport) { if (j != i) { SWAP(prev_outputs[j], prev_outputs[i]); } found = true; break; } } if (!found) { //create new if was not used before if (prev_output_count < MAX_OUTPUTS) { prev_outputs[prev_output_count] = prev_outputs[i]; //may be owned by another viewport prev_output_count++; } prev_outputs[i] = current; } //mix! AudioFrame target_volume = stream_paused_fade_out ? AudioFrame(0.f, 0.f) : current.vol; AudioFrame vol_prev = stream_paused_fade_in ? AudioFrame(0.f, 0.f) : prev_outputs[i].vol; AudioFrame vol_inc = (target_volume - vol_prev) / float(buffer_size); AudioFrame vol = vol_prev; int cc = AudioServer::get_singleton()->get_channel_count(); if (cc == 1) { if (!AudioServer::get_singleton()->thread_has_channel_mix_buffer(current.bus_index, 0)) { continue; //may have been removed } AudioFrame *target = AudioServer::get_singleton()->thread_get_channel_mix_buffer(current.bus_index, 0); for (int j = 0; j < buffer_size; j++) { target[j] += buffer[j] * vol; vol += vol_inc; } } else { AudioFrame *targets[4]; bool valid = true; for (int k = 0; k < cc; k++) { if (!AudioServer::get_singleton()->thread_has_channel_mix_buffer(current.bus_index, k)) { valid = false; //may have been removed break; } targets[k] = AudioServer::get_singleton()->thread_get_channel_mix_buffer(current.bus_index, k); } if (!valid) { continue; } for (int j = 0; j < buffer_size; j++) { AudioFrame frame = buffer[j] * vol; for (int k = 0; k < cc; k++) { targets[k][j] += frame; } vol += vol_inc; } } prev_outputs[i] = current; } prev_output_count = oc; //stream is no longer active, disable this. if (!stream_playback->is_playing()) { active.clear(); } output_ready.clear(); stream_paused_fade_in = false; stream_paused_fade_out = false; } void AudioStreamPlayer2D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { AudioServer::get_singleton()->add_callback(_mix_audios, this); if (autoplay && !Engine::get_singleton()->is_editor_hint()) { play(); } } if (p_what == NOTIFICATION_EXIT_TREE) { AudioServer::get_singleton()->remove_callback(_mix_audios, this); } if (p_what == NOTIFICATION_PAUSED) { if (!can_process()) { // Node can't process so we start fading out to silence set_stream_paused(true); } } if (p_what == NOTIFICATION_UNPAUSED) { set_stream_paused(false); } if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) { //update anything related to position first, if possible of course if (!output_ready.is_set()) { List viewports; Ref world_2d = get_world_2d(); ERR_FAIL_COND(world_2d.is_null()); int new_output_count = 0; Vector2 global_pos = get_global_position(); int bus_index = AudioServer::get_singleton()->thread_find_bus_index(bus); //check if any area is diverting sound into a bus Physics2DDirectSpaceState *space_state = Physics2DServer::get_singleton()->space_get_direct_state(world_2d->get_space()); Physics2DDirectSpaceState::ShapeResult sr[MAX_INTERSECT_AREAS]; int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, RBSet(), area_mask, false, true); for (int i = 0; i < areas; i++) { Area2D *area2d = Object::cast_to(sr[i].collider); if (!area2d) { continue; } if (!area2d->is_overriding_audio_bus()) { continue; } StringName bus_name = area2d->get_audio_bus_name(); bus_index = AudioServer::get_singleton()->thread_find_bus_index(bus_name); break; } world_2d->get_viewport_list(&viewports); for (List::Element *E = viewports.front(); E; E = E->next()) { Viewport *vp = E->get(); if (vp->is_audio_listener_2d()) { //compute matrix to convert to screen Vector2 screen_size = vp->get_visible_rect().size; Vector2 listener_in_global; Vector2 relative_to_listener; Listener2D *listener = vp->get_listener_2d(); if (listener) { listener_in_global = listener->get_global_position(); relative_to_listener = global_pos - listener_in_global; } else { Transform2D to_listener = vp->get_global_canvas_transform() * vp->get_canvas_transform(); listener_in_global = to_listener.affine_inverse().xform(screen_size * 0.5); relative_to_listener = to_listener.xform(global_pos) - screen_size * 0.5; } float dist = global_pos.distance_to(listener_in_global); // Distance to listener, or screen if none. if (dist > max_distance) { continue; //can't hear this sound in this viewport } float multiplier = Math::pow(1.0f - dist / max_distance, attenuation); multiplier *= Math::db2linear(volume_db); //also apply player volume! float pan = relative_to_listener.x / screen_size.x; // Don't let the panning effect extend (too far) beyond the screen. pan = CLAMP(pan, -1, 1); // Bake in a constant factor here to allow the project setting defaults for 2d and 3d to be normalized to 1.0. pan *= panning_strength * cached_global_panning_strength * 0.5f; pan = CLAMP(pan + 0.5, 0.0, 1.0); float l = 1.0 - pan; float r = pan; outputs[new_output_count].vol = AudioFrame(l, r) * multiplier; outputs[new_output_count].bus_index = bus_index; outputs[new_output_count].viewport = vp; //keep pointer only for reference new_output_count++; if (new_output_count == MAX_OUTPUTS) { break; } } } output_count.set(new_output_count); output_ready.set(); } //start playing if requested if (setplay.get() >= 0.0) { setseek.set(setplay.get()); active.set(); setplay.set(-1); //do not update, this makes it easier to animate (will shut off otherwise) //_change_notify("playing"); //update property in editor } //stop playing if no longer active if (!active.is_set()) { set_physics_process_internal(false); //do not update, this makes it easier to animate (will shut off otherwise) //_change_notify("playing"); //update property in editor emit_signal("finished"); } } } void AudioStreamPlayer2D::set_stream(Ref p_stream) { // Instancing audio streams can cause large memory allocations, do it prior to AudioServer::lock. Ref pre_instanced_playback; if (p_stream.is_valid()) { pre_instanced_playback = p_stream->instance_playback(); } AudioServer::get_singleton()->lock(); mix_buffer.resize(AudioServer::get_singleton()->thread_get_mix_buffer_size()); if (stream_playback.is_valid()) { stream_playback.unref(); stream.unref(); active.clear(); setseek.set(-1); } if (p_stream.is_valid()) { stream = p_stream; stream_playback = pre_instanced_playback; } AudioServer::get_singleton()->unlock(); if (p_stream.is_valid() && stream_playback.is_null()) { stream.unref(); } } Ref AudioStreamPlayer2D::get_stream() const { return stream; } void AudioStreamPlayer2D::set_volume_db(float p_volume) { volume_db = p_volume; } float AudioStreamPlayer2D::get_volume_db() const { return volume_db; } void AudioStreamPlayer2D::set_pitch_scale(float p_pitch_scale) { ERR_FAIL_COND(p_pitch_scale <= 0.0); pitch_scale = p_pitch_scale; } float AudioStreamPlayer2D::get_pitch_scale() const { return pitch_scale; } void AudioStreamPlayer2D::play(float p_from_pos) { if (!is_playing()) { // Reset the prev_output_count if the stream is stopped prev_output_count = 0; } if (stream_playback.is_valid()) { setplay.set(p_from_pos); output_ready.clear(); set_physics_process_internal(true); } } void AudioStreamPlayer2D::seek(float p_seconds) { if (stream_playback.is_valid()) { setseek.set(p_seconds); } } void AudioStreamPlayer2D::stop() { if (stream_playback.is_valid()) { active.clear(); set_physics_process_internal(false); setplay.set(-1); } } bool AudioStreamPlayer2D::is_playing() const { if (stream_playback.is_valid()) { return active.is_set() || setplay.get() >= 0; } return false; } float AudioStreamPlayer2D::get_playback_position() { if (stream_playback.is_valid()) { float ss = setseek.get(); if (ss >= 0.0) { return ss; } return stream_playback->get_playback_position(); } return 0; } void AudioStreamPlayer2D::set_bus(const StringName &p_bus) { //if audio is active, must lock this AudioServer::get_singleton()->lock(); bus = p_bus; AudioServer::get_singleton()->unlock(); } StringName AudioStreamPlayer2D::get_bus() const { for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { if (AudioServer::get_singleton()->get_bus_name(i) == bus) { return bus; } } return "Master"; } void AudioStreamPlayer2D::set_autoplay(bool p_enable) { autoplay = p_enable; } bool AudioStreamPlayer2D::is_autoplay_enabled() { return autoplay; } void AudioStreamPlayer2D::_set_playing(bool p_enable) { if (p_enable) { play(); } else { stop(); } } bool AudioStreamPlayer2D::_is_active() const { return active.is_set(); } void AudioStreamPlayer2D::_validate_property(PropertyInfo &property) const { if (property.name == "bus") { String options; for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { if (i > 0) { options += ","; } String name = AudioServer::get_singleton()->get_bus_name(i); options += name; } property.hint_string = options; } } void AudioStreamPlayer2D::_bus_layout_changed() { _change_notify(); } void AudioStreamPlayer2D::set_max_distance(float p_pixels) { ERR_FAIL_COND(p_pixels <= 0.0); max_distance = p_pixels; } float AudioStreamPlayer2D::get_max_distance() const { return max_distance; } void AudioStreamPlayer2D::set_attenuation(float p_curve) { attenuation = p_curve; } float AudioStreamPlayer2D::get_attenuation() const { return attenuation; } void AudioStreamPlayer2D::set_area_mask(uint32_t p_mask) { area_mask = p_mask; } uint32_t AudioStreamPlayer2D::get_area_mask() const { return area_mask; } void AudioStreamPlayer2D::set_stream_paused(bool p_pause) { if (p_pause != stream_paused) { stream_paused = p_pause; stream_paused_fade_in = !p_pause; stream_paused_fade_out = p_pause; } } bool AudioStreamPlayer2D::get_stream_paused() const { return stream_paused; } Ref AudioStreamPlayer2D::get_stream_playback() { return stream_playback; } void AudioStreamPlayer2D::set_panning_strength(float p_panning_strength) { ERR_FAIL_COND_MSG(p_panning_strength < 0, "Panning strength must be a positive number."); panning_strength = p_panning_strength; } float AudioStreamPlayer2D::get_panning_strength() const { return panning_strength; } void AudioStreamPlayer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_stream", "stream"), &AudioStreamPlayer2D::set_stream); ClassDB::bind_method(D_METHOD("get_stream"), &AudioStreamPlayer2D::get_stream); ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &AudioStreamPlayer2D::set_volume_db); ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioStreamPlayer2D::get_volume_db); ClassDB::bind_method(D_METHOD("set_pitch_scale", "pitch_scale"), &AudioStreamPlayer2D::set_pitch_scale); ClassDB::bind_method(D_METHOD("get_pitch_scale"), &AudioStreamPlayer2D::get_pitch_scale); ClassDB::bind_method(D_METHOD("play", "from_position"), &AudioStreamPlayer2D::play, DEFVAL(0.0)); ClassDB::bind_method(D_METHOD("seek", "to_position"), &AudioStreamPlayer2D::seek); ClassDB::bind_method(D_METHOD("stop"), &AudioStreamPlayer2D::stop); ClassDB::bind_method(D_METHOD("is_playing"), &AudioStreamPlayer2D::is_playing); ClassDB::bind_method(D_METHOD("get_playback_position"), &AudioStreamPlayer2D::get_playback_position); ClassDB::bind_method(D_METHOD("set_bus", "bus"), &AudioStreamPlayer2D::set_bus); ClassDB::bind_method(D_METHOD("get_bus"), &AudioStreamPlayer2D::get_bus); ClassDB::bind_method(D_METHOD("set_autoplay", "enable"), &AudioStreamPlayer2D::set_autoplay); ClassDB::bind_method(D_METHOD("is_autoplay_enabled"), &AudioStreamPlayer2D::is_autoplay_enabled); ClassDB::bind_method(D_METHOD("_set_playing", "enable"), &AudioStreamPlayer2D::_set_playing); ClassDB::bind_method(D_METHOD("_is_active"), &AudioStreamPlayer2D::_is_active); ClassDB::bind_method(D_METHOD("set_max_distance", "pixels"), &AudioStreamPlayer2D::set_max_distance); ClassDB::bind_method(D_METHOD("get_max_distance"), &AudioStreamPlayer2D::get_max_distance); ClassDB::bind_method(D_METHOD("set_attenuation", "curve"), &AudioStreamPlayer2D::set_attenuation); ClassDB::bind_method(D_METHOD("get_attenuation"), &AudioStreamPlayer2D::get_attenuation); ClassDB::bind_method(D_METHOD("set_area_mask", "mask"), &AudioStreamPlayer2D::set_area_mask); ClassDB::bind_method(D_METHOD("get_area_mask"), &AudioStreamPlayer2D::get_area_mask); ClassDB::bind_method(D_METHOD("set_stream_paused", "pause"), &AudioStreamPlayer2D::set_stream_paused); ClassDB::bind_method(D_METHOD("get_stream_paused"), &AudioStreamPlayer2D::get_stream_paused); ClassDB::bind_method(D_METHOD("set_panning_strength", "panning_strength"), &AudioStreamPlayer2D::set_panning_strength); ClassDB::bind_method(D_METHOD("get_panning_strength"), &AudioStreamPlayer2D::get_panning_strength); ClassDB::bind_method(D_METHOD("get_stream_playback"), &AudioStreamPlayer2D::get_stream_playback); ClassDB::bind_method(D_METHOD("_bus_layout_changed"), &AudioStreamPlayer2D::_bus_layout_changed); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_stream", "get_stream"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "volume_db", PROPERTY_HINT_RANGE, "-80,24"), "set_volume_db", "get_volume_db"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "pitch_scale", PROPERTY_HINT_RANGE, "0.01,4,0.01,or_greater"), "set_pitch_scale", "get_pitch_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "_set_playing", "is_playing"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoplay"), "set_autoplay", "is_autoplay_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stream_paused", PROPERTY_HINT_NONE, ""), "set_stream_paused", "get_stream_paused"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_distance", PROPERTY_HINT_EXP_RANGE, "1,4096,1,or_greater"), "set_max_distance", "get_max_distance"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_attenuation", "get_attenuation"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bus", PROPERTY_HINT_ENUM, ""), "set_bus", "get_bus"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "panning_strength", PROPERTY_HINT_RANGE, "0,3,0.01,or_greater"), "set_panning_strength", "get_panning_strength"); ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask"); ADD_SIGNAL(MethodInfo("finished")); } AudioStreamPlayer2D::AudioStreamPlayer2D() { volume_db = 0; pitch_scale = 1.0; autoplay = false; setseek.set(-1); prev_output_count = 0; max_distance = 2000; attenuation = 1; setplay.set(-1); area_mask = 1; stream_paused = false; stream_paused_fade_in = false; stream_paused_fade_out = false; AudioServer::get_singleton()->connect("bus_layout_changed", this, "_bus_layout_changed"); cached_global_panning_strength = ProjectSettings::get_singleton()->get("audio/2d_panning_strength"); } AudioStreamPlayer2D::~AudioStreamPlayer2D() { }