#ifndef AUDIO_STREAM_PREVIEW_H #define AUDIO_STREAM_PREVIEW_H /*************************************************************************/ /* audio_stream_preview.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. */ /*************************************************************************/ #include "core/os/thread.h" #include "core/safe_refcount.h" #include "scene/main/node.h" #include "servers/audio/audio_stream.h" #include "core/map.h" #include "core/object.h" #include "core/object_id.h" #include "core/reference.h" #include "core/vector.h" class Thread; class AudioStreamPreview : public Reference { GDCLASS(AudioStreamPreview, Reference); friend class AudioStream; Vector preview; float length; friend class AudioStreamPreviewGenerator; public: float get_length() const; float get_max(float p_time, float p_time_next) const; float get_min(float p_time, float p_time_next) const; AudioStreamPreview(); }; class AudioStreamPreviewGenerator : public Node { GDCLASS(AudioStreamPreviewGenerator, Node); static AudioStreamPreviewGenerator *singleton; struct Preview { Ref preview; Ref base_stream; Ref playback; SafeFlag generating; ObjectID id; Thread *thread; // Needed for the bookkeeping of the Map Preview &operator=(const Preview &p_rhs) { preview = p_rhs.preview; base_stream = p_rhs.base_stream; playback = p_rhs.playback; generating.set_to(generating.is_set()); id = p_rhs.id; thread = p_rhs.thread; return *this; } }; Map previews; static void _preview_thread(void *p_preview); void _update_emit(ObjectID p_id); protected: void _notification(int p_what); static void _bind_methods(); public: static AudioStreamPreviewGenerator *get_singleton() { return singleton; } Ref generate_preview(const Ref &p_stream); AudioStreamPreviewGenerator(); }; #endif // AUDIO_STREAM_PREVIEW_H