/*************************************************************************/ /* audio_stream_player_2d.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef AUDIO_STREAM_PLAYER_2D_H #define AUDIO_STREAM_PLAYER_2D_H #include "scene/2d/node_2d.h" #include "core/safe_refcount.h" #include "core/reference.h" #include "core/math/audio_frame.h" class AudioStreamPlayback; class AudioStream; class AudioStreamPlayer2D : public Node2D { GDCLASS(AudioStreamPlayer2D, Node2D); private: enum { MAX_OUTPUTS = 8, MAX_INTERSECT_AREAS = 32 }; struct Output { AudioFrame vol; int bus_index; Viewport *viewport; //pointer only used for reference to previous mix }; Output outputs[MAX_OUTPUTS]; SafeNumeric output_count; SafeFlag output_ready; //these are used by audio thread to have a reference of previous volumes (for ramping volume and avoiding clicks) Output prev_outputs[MAX_OUTPUTS]; int prev_output_count; Ref stream_playback; Ref stream; Vector mix_buffer; SafeNumeric setseek; SafeFlag active; SafeNumeric setplay; float volume_db; float pitch_scale; bool autoplay; bool stream_paused; bool stream_paused_fade_in; bool stream_paused_fade_out; StringName bus; void _mix_audio(); static void _mix_audios(void *self) { reinterpret_cast(self)->_mix_audio(); } void _set_playing(bool p_enable); bool _is_active() const; void _bus_layout_changed(); uint32_t area_mask; float max_distance; float attenuation; protected: void _validate_property(PropertyInfo &property) const; void _notification(int p_what); static void _bind_methods(); public: void set_stream(Ref p_stream); Ref get_stream() const; void set_volume_db(float p_volume); float get_volume_db() const; void set_pitch_scale(float p_pitch_scale); float get_pitch_scale() const; void play(float p_from_pos = 0.0); void seek(float p_seconds); void stop(); bool is_playing() const; float get_playback_position(); void set_bus(const StringName &p_bus); StringName get_bus() const; void set_autoplay(bool p_enable); bool is_autoplay_enabled(); void set_max_distance(float p_pixels); float get_max_distance() const; void set_attenuation(float p_curve); float get_attenuation() const; void set_area_mask(uint32_t p_mask); uint32_t get_area_mask() const; void set_stream_paused(bool p_pause); bool get_stream_paused() const; Ref get_stream_playback(); AudioStreamPlayer2D(); ~AudioStreamPlayer2D(); }; #endif