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godot/modules/vorbis/audio_stream_ogg_vorbis.cpp

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/**************************************************************************/
/* audio_stream_ogg_vorbis.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 "audio_stream_ogg_vorbis.h"
#include "core/io/file_access.h"
#include "core/variant/typed_array.h"
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#include "modules/vorbis/resource_importer_ogg_vorbis.h"
#include <ogg/ogg.h>
int AudioStreamPlaybackOggVorbis::_mix_internal(AudioFrame *p_buffer, int p_frames) {
ERR_FAIL_COND_V(!ready, 0);
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if (!active) {
return 0;
}
int todo = p_frames;
int beat_length_frames = -1;
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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bool use_loop = looping_override ? looping : vorbis_stream->loop;
if (use_loop && vorbis_stream->get_bpm() > 0 && vorbis_stream->get_beat_count() > 0) {
beat_length_frames = vorbis_stream->get_beat_count() * vorbis_data->get_sampling_rate() * 60 / vorbis_stream->get_bpm();
}
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while (todo > 0 && active) {
AudioFrame *buffer = p_buffer;
buffer += p_frames - todo;
int to_mix = todo;
if (beat_length_frames >= 0 && (beat_length_frames - (int)frames_mixed) < to_mix) {
to_mix = MAX(0, beat_length_frames - (int)frames_mixed);
}
int mixed = _mix_frames_vorbis(buffer, to_mix);
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ERR_FAIL_COND_V(mixed < 0, 0);
todo -= mixed;
frames_mixed += mixed;
if (loop_fade_remaining < FADE_SIZE) {
int to_fade = loop_fade_remaining + MIN(FADE_SIZE - loop_fade_remaining, mixed);
for (int i = loop_fade_remaining; i < to_fade; i++) {
buffer[i - loop_fade_remaining] += loop_fade[i] * (float(FADE_SIZE - i) / float(FADE_SIZE));
}
loop_fade_remaining = to_fade;
}
if (beat_length_frames >= 0) {
/**
* Length determined by beat length
* This code is commented out because, in practice, it is preferred that the fade
* is done by the transitioner and this stream just goes on until it ends while fading out.
*
* End fade implementation is left here for reference in case at some point this feature
* is desired.
if (!beat_loop && (int)frames_mixed > beat_length_frames - FADE_SIZE) {
print_line("beat length fade/after mix?");
//No loop, just fade and finish
for (int i = 0; i < mixed; i++) {
int idx = frames_mixed + i - mixed;
buffer[i] *= 1.0 - float(MAX(0, (idx - (beat_length_frames - FADE_SIZE)))) / float(FADE_SIZE);
}
if ((int)frames_mixed == beat_length_frames) {
for (int i = p_frames - todo; i < p_frames; i++) {
p_buffer[i] = AudioFrame(0, 0);
}
active = false;
break;
}
} else
**/
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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if (use_loop && beat_length_frames <= (int)frames_mixed) {
// End of file when doing beat-based looping. <= used instead of == because importer editing
if (!have_packets_left && !have_samples_left) {
//Nothing remaining, so do nothing.
loop_fade_remaining = FADE_SIZE;
} else {
// Add some loop fade;
int faded_mix = _mix_frames_vorbis(loop_fade, FADE_SIZE);
for (int i = faded_mix; i < FADE_SIZE; i++) {
// In case lesss was mixed, pad with zeros
loop_fade[i] = AudioFrame(0, 0);
}
loop_fade_remaining = 0;
}
seek(vorbis_stream->loop_offset);
loops++;
// We still have buffer to fill, start from this element in the next iteration.
continue;
}
}
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if (!have_packets_left && !have_samples_left) {
// Actual end of file!
bool is_not_empty = mixed > 0 || vorbis_stream->get_length() > 0;
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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if (use_loop && is_not_empty) {
//loop
seek(vorbis_stream->loop_offset);
loops++;
// We still have buffer to fill, start from this element in the next iteration.
} else {
for (int i = p_frames - todo; i < p_frames; i++) {
p_buffer[i] = AudioFrame(0, 0);
}
active = false;
}
}
}
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return p_frames - todo;
}
int AudioStreamPlaybackOggVorbis::_mix_frames_vorbis(AudioFrame *p_buffer, int p_frames) {
ERR_FAIL_COND_V(!ready, p_frames);
if (!have_samples_left) {
ogg_packet *packet = nullptr;
int err;
if (!vorbis_data_playback->next_ogg_packet(&packet)) {
have_packets_left = false;
WARN_PRINT("ran out of packets in stream");
return -1;
}
err = vorbis_synthesis(&block, packet);
ERR_FAIL_COND_V_MSG(err != 0, p_frames, "Error during vorbis synthesis " + itos(err));
err = vorbis_synthesis_blockin(&dsp_state, &block);
ERR_FAIL_COND_V_MSG(err != 0, p_frames, "Error during vorbis block processing " + itos(err));
have_packets_left = !packet->e_o_s;
}
float **pcm; // Accessed with pcm[channel_idx][sample_idx].
int frames = vorbis_synthesis_pcmout(&dsp_state, &pcm);
if (frames > p_frames) {
frames = p_frames;
have_samples_left = true;
} else {
have_samples_left = false;
}
if (info.channels > 1) {
for (int frame = 0; frame < frames; frame++) {
p_buffer[frame].left = pcm[0][frame];
p_buffer[frame].right = pcm[1][frame];
}
} else {
for (int frame = 0; frame < frames; frame++) {
p_buffer[frame].left = pcm[0][frame];
p_buffer[frame].right = pcm[0][frame];
}
}
vorbis_synthesis_read(&dsp_state, frames);
return frames;
}
float AudioStreamPlaybackOggVorbis::get_stream_sampling_rate() {
return vorbis_data->get_sampling_rate();
}
bool AudioStreamPlaybackOggVorbis::_alloc_vorbis() {
vorbis_info_init(&info);
info_is_allocated = true;
vorbis_comment_init(&comment);
comment_is_allocated = true;
ERR_FAIL_COND_V(vorbis_data.is_null(), false);
vorbis_data_playback = vorbis_data->instantiate_playback();
ogg_packet *packet;
int err;
for (int i = 0; i < 3; i++) {
if (!vorbis_data_playback->next_ogg_packet(&packet)) {
WARN_PRINT("Not enough packets to parse header");
return false;
}
err = vorbis_synthesis_headerin(&info, &comment, packet);
ERR_FAIL_COND_V_MSG(err != 0, false, "Error parsing header");
}
err = vorbis_synthesis_init(&dsp_state, &info);
ERR_FAIL_COND_V_MSG(err != 0, false, "Error initializing dsp state");
dsp_state_is_allocated = true;
err = vorbis_block_init(&dsp_state, &block);
ERR_FAIL_COND_V_MSG(err != 0, false, "Error initializing block");
block_is_allocated = true;
ready = true;
return true;
}
void AudioStreamPlaybackOggVorbis::start(double p_from_pos) {
ERR_FAIL_COND(!ready);
loop_fade_remaining = FADE_SIZE;
active = true;
seek(p_from_pos);
loops = 0;
begin_resample();
}
void AudioStreamPlaybackOggVorbis::stop() {
active = false;
}
bool AudioStreamPlaybackOggVorbis::is_playing() const {
return active;
}
int AudioStreamPlaybackOggVorbis::get_loop_count() const {
return loops;
}
double AudioStreamPlaybackOggVorbis::get_playback_position() const {
return double(frames_mixed) / (double)vorbis_data->get_sampling_rate();
}
void AudioStreamPlaybackOggVorbis::tag_used_streams() {
vorbis_stream->tag_used(get_playback_position());
}
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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void AudioStreamPlaybackOggVorbis::set_parameter(const StringName &p_name, const Variant &p_value) {
if (p_name == SNAME("looping")) {
if (p_value == Variant()) {
looping_override = false;
looping = false;
} else {
looping_override = true;
looping = p_value;
}
}
}
Variant AudioStreamPlaybackOggVorbis::get_parameter(const StringName &p_name) const {
if (looping_override && p_name == SNAME("looping")) {
return looping;
}
return Variant();
}
void AudioStreamPlaybackOggVorbis::seek(double p_time) {
ERR_FAIL_COND(!ready);
ERR_FAIL_COND(vorbis_stream.is_null());
if (!active) {
return;
}
if (p_time >= vorbis_stream->get_length()) {
p_time = 0;
}
frames_mixed = uint32_t(vorbis_data->get_sampling_rate() * p_time);
const int64_t desired_sample = p_time * get_stream_sampling_rate();
if (!vorbis_data_playback->seek_page(desired_sample)) {
WARN_PRINT("seek failed");
return;
}
// We want to start decoding before the page that we expect the sample to be in (the sample may
// be part of a partial packet across page boundaries). Otherwise, the decoder may not have
// synchronized before reaching the sample.
int64_t start_page_number = vorbis_data_playback->get_page_number() - 1;
if (start_page_number < 0) {
start_page_number = 0;
}
while (true) {
ogg_packet *packet;
int err;
// We start at an unknown granule position.
int64_t granule_pos = -1;
// Decode data until we get to the desired sample or notice that we have read past it.
vorbis_data_playback->set_page_number(start_page_number);
vorbis_synthesis_restart(&dsp_state);
while (true) {
if (!vorbis_data_playback->next_ogg_packet(&packet)) {
WARN_PRINT_ONCE("Seeking beyond limits");
return;
}
err = vorbis_synthesis(&block, packet);
if (err != OV_ENOTAUDIO) {
ERR_FAIL_COND_MSG(err != 0, "Error during vorbis synthesis " + itos(err) + ".");
err = vorbis_synthesis_blockin(&dsp_state, &block);
ERR_FAIL_COND_MSG(err != 0, "Error during vorbis block processing " + itos(err) + ".");
int samples_out = vorbis_synthesis_pcmout(&dsp_state, nullptr);
if (granule_pos < 0) {
// We don't know where we are yet, so just keep on decoding.
err = vorbis_synthesis_read(&dsp_state, samples_out);
ERR_FAIL_COND_MSG(err != 0, "Error during vorbis read updating " + itos(err) + ".");
} else if (granule_pos + samples_out >= desired_sample) {
// Our sample is in this block. Skip the beginning of the block up to the sample, then
// return.
int skip_samples = (int)(desired_sample - granule_pos);
err = vorbis_synthesis_read(&dsp_state, skip_samples);
ERR_FAIL_COND_MSG(err != 0, "Error during vorbis read updating " + itos(err) + ".");
have_samples_left = skip_samples < samples_out;
have_packets_left = !packet->e_o_s;
return;
} else {
// Our sample is not in this block. Skip it.
err = vorbis_synthesis_read(&dsp_state, samples_out);
ERR_FAIL_COND_MSG(err != 0, "Error during vorbis read updating " + itos(err) + ".");
granule_pos += samples_out;
}
}
if (packet->granulepos != -1) {
// We found an update to our granule position.
granule_pos = packet->granulepos;
if (granule_pos > desired_sample) {
// We've read past our sample. We need to start on an earlier page.
if (start_page_number == 0) {
// We didn't find the sample even reading from the beginning.
have_samples_left = false;
have_packets_left = !packet->e_o_s;
return;
}
start_page_number--;
break;
}
}
if (packet->e_o_s) {
// We've reached the end of the stream and didn't find our sample.
have_samples_left = false;
have_packets_left = false;
return;
}
}
}
}
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void AudioStreamPlaybackOggVorbis::set_is_sample(bool p_is_sample) {
_is_sample = p_is_sample;
}
bool AudioStreamPlaybackOggVorbis::get_is_sample() const {
return _is_sample;
}
Ref<AudioSamplePlayback> AudioStreamPlaybackOggVorbis::get_sample_playback() const {
return sample_playback;
}
void AudioStreamPlaybackOggVorbis::set_sample_playback(const Ref<AudioSamplePlayback> &p_playback) {
sample_playback = p_playback;
}
AudioStreamPlaybackOggVorbis::~AudioStreamPlaybackOggVorbis() {
if (block_is_allocated) {
vorbis_block_clear(&block);
}
if (dsp_state_is_allocated) {
vorbis_dsp_clear(&dsp_state);
}
if (comment_is_allocated) {
vorbis_comment_clear(&comment);
}
if (info_is_allocated) {
vorbis_info_clear(&info);
}
}
Ref<AudioStreamPlayback> AudioStreamOggVorbis::instantiate_playback() {
Ref<AudioStreamPlaybackOggVorbis> ovs;
ERR_FAIL_COND_V(packet_sequence.is_null(), nullptr);
ovs.instantiate();
ovs->vorbis_stream = Ref<AudioStreamOggVorbis>(this);
ovs->vorbis_data = packet_sequence;
ovs->frames_mixed = 0;
ovs->active = false;
ovs->loops = 0;
if (ovs->_alloc_vorbis()) {
return ovs;
}
// Failed to allocate data structures.
return nullptr;
}
String AudioStreamOggVorbis::get_stream_name() const {
return ""; //return stream_name;
}
void AudioStreamOggVorbis::maybe_update_info() {
ERR_FAIL_COND(packet_sequence.is_null());
vorbis_info info;
vorbis_comment comment;
int err;
vorbis_info_init(&info);
vorbis_comment_init(&comment);
Ref<OggPacketSequencePlayback> packet_sequence_playback = packet_sequence->instantiate_playback();
for (int i = 0; i < 3; i++) {
ogg_packet *packet;
if (!packet_sequence_playback->next_ogg_packet(&packet)) {
WARN_PRINT("Failed to get header packet");
break;
}
if (i == 0) {
packet->b_o_s = 1;
ERR_FAIL_COND(!vorbis_synthesis_idheader(packet));
}
err = vorbis_synthesis_headerin(&info, &comment, packet);
ERR_FAIL_COND_MSG(err != 0, "Error parsing header packet " + itos(i) + ": " + itos(err));
}
packet_sequence->set_sampling_rate(info.rate);
vorbis_comment_clear(&comment);
vorbis_info_clear(&info);
}
void AudioStreamOggVorbis::set_packet_sequence(Ref<OggPacketSequence> p_packet_sequence) {
packet_sequence = p_packet_sequence;
if (packet_sequence.is_valid()) {
maybe_update_info();
}
}
Ref<OggPacketSequence> AudioStreamOggVorbis::get_packet_sequence() const {
return packet_sequence;
}
void AudioStreamOggVorbis::set_loop(bool p_enable) {
loop = p_enable;
}
bool AudioStreamOggVorbis::has_loop() const {
return loop;
}
void AudioStreamOggVorbis::set_loop_offset(double p_seconds) {
loop_offset = p_seconds;
}
double AudioStreamOggVorbis::get_loop_offset() const {
return loop_offset;
}
double AudioStreamOggVorbis::get_length() const {
ERR_FAIL_COND_V(packet_sequence.is_null(), 0);
return packet_sequence->get_length();
}
void AudioStreamOggVorbis::set_bpm(double p_bpm) {
ERR_FAIL_COND(p_bpm < 0);
bpm = p_bpm;
emit_changed();
}
double AudioStreamOggVorbis::get_bpm() const {
return bpm;
}
void AudioStreamOggVorbis::set_beat_count(int p_beat_count) {
ERR_FAIL_COND(p_beat_count < 0);
beat_count = p_beat_count;
emit_changed();
}
int AudioStreamOggVorbis::get_beat_count() const {
return beat_count;
}
void AudioStreamOggVorbis::set_bar_beats(int p_bar_beats) {
ERR_FAIL_COND(p_bar_beats < 2);
bar_beats = p_bar_beats;
emit_changed();
}
int AudioStreamOggVorbis::get_bar_beats() const {
return bar_beats;
}
bool AudioStreamOggVorbis::is_monophonic() const {
return false;
}
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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void AudioStreamOggVorbis::get_parameter_list(List<Parameter> *r_parameters) {
r_parameters->push_back(Parameter(PropertyInfo(Variant::BOOL, "looping", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_CHECKABLE), Variant()));
}
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Ref<AudioSample> AudioStreamOggVorbis::generate_sample() const {
Ref<AudioSample> sample;
sample.instantiate();
sample->stream = this;
sample->loop_mode = loop
? AudioSample::LoopMode::LOOP_FORWARD
: AudioSample::LoopMode::LOOP_DISABLED;
sample->loop_begin = loop_offset;
sample->loop_end = 0;
return sample;
}
void AudioStreamOggVorbis::_bind_methods() {
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ClassDB::bind_static_method("AudioStreamOggVorbis", D_METHOD("load_from_buffer", "buffer"), &AudioStreamOggVorbis::load_from_buffer);
ClassDB::bind_static_method("AudioStreamOggVorbis", D_METHOD("load_from_file", "path"), &AudioStreamOggVorbis::load_from_file);
ClassDB::bind_method(D_METHOD("set_packet_sequence", "packet_sequence"), &AudioStreamOggVorbis::set_packet_sequence);
ClassDB::bind_method(D_METHOD("get_packet_sequence"), &AudioStreamOggVorbis::get_packet_sequence);
ClassDB::bind_method(D_METHOD("set_loop", "enable"), &AudioStreamOggVorbis::set_loop);
ClassDB::bind_method(D_METHOD("has_loop"), &AudioStreamOggVorbis::has_loop);
ClassDB::bind_method(D_METHOD("set_loop_offset", "seconds"), &AudioStreamOggVorbis::set_loop_offset);
ClassDB::bind_method(D_METHOD("get_loop_offset"), &AudioStreamOggVorbis::get_loop_offset);
ClassDB::bind_method(D_METHOD("set_bpm", "bpm"), &AudioStreamOggVorbis::set_bpm);
ClassDB::bind_method(D_METHOD("get_bpm"), &AudioStreamOggVorbis::get_bpm);
ClassDB::bind_method(D_METHOD("set_beat_count", "count"), &AudioStreamOggVorbis::set_beat_count);
ClassDB::bind_method(D_METHOD("get_beat_count"), &AudioStreamOggVorbis::get_beat_count);
ClassDB::bind_method(D_METHOD("set_bar_beats", "count"), &AudioStreamOggVorbis::set_bar_beats);
ClassDB::bind_method(D_METHOD("get_bar_beats"), &AudioStreamOggVorbis::get_bar_beats);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "packet_sequence", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_packet_sequence", "get_packet_sequence");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bpm", PROPERTY_HINT_RANGE, "0,400,0.01,or_greater"), "set_bpm", "get_bpm");
ADD_PROPERTY(PropertyInfo(Variant::INT, "beat_count", PROPERTY_HINT_RANGE, "0,512,1,or_greater"), "set_beat_count", "get_beat_count");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bar_beats", PROPERTY_HINT_RANGE, "2,32,1,or_greater"), "set_bar_beats", "get_bar_beats");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "loop_offset"), "set_loop_offset", "get_loop_offset");
}
AudioStreamOggVorbis::AudioStreamOggVorbis() {}
AudioStreamOggVorbis::~AudioStreamOggVorbis() {}
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Ref<AudioStreamOggVorbis> AudioStreamOggVorbis::load_from_buffer(const Vector<uint8_t> &file_data) {
return ResourceImporterOggVorbis::load_from_buffer(file_data);
}
Ref<AudioStreamOggVorbis> AudioStreamOggVorbis::load_from_file(const String &p_path) {
return ResourceImporterOggVorbis::load_from_file(p_path);
}