godot/modules/minimp3/audio_stream_mp3.h

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/**************************************************************************/
/* audio_stream_mp3.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef AUDIO_STREAM_MP3_H
#define AUDIO_STREAM_MP3_H
#include "core/io/resource_loader.h"
#include "servers/audio/audio_stream.h"
#include <minimp3_ex.h>
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class AudioStreamMP3;
class AudioStreamPlaybackMP3 : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamPlaybackMP3, AudioStreamPlaybackResampled);
enum {
FADE_SIZE = 256
};
AudioFrame loop_fade[FADE_SIZE];
int loop_fade_remaining = FADE_SIZE;
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 looping_override = false;
bool looping = false;
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mp3dec_ex_t *mp3d = nullptr;
uint32_t frames_mixed = 0;
bool active = false;
int loops = 0;
friend class AudioStreamMP3;
Ref<AudioStreamMP3> mp3_stream;
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bool _is_sample = false;
Ref<AudioSamplePlayback> sample_playback;
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protected:
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
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virtual float get_stream_sampling_rate() override;
public:
virtual void start(double p_from_pos = 0.0) override;
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virtual void stop() override;
virtual bool is_playing() const override;
virtual int get_loop_count() const override; //times it looped
virtual double get_playback_position() const override;
virtual void seek(double p_time) override;
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virtual void tag_used_streams() override;
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virtual void set_is_sample(bool p_is_sample) override;
virtual bool get_is_sample() const override;
virtual Ref<AudioSamplePlayback> get_sample_playback() const override;
virtual void set_sample_playback(const Ref<AudioSamplePlayback> &p_playback) override;
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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virtual void set_parameter(const StringName &p_name, const Variant &p_value) override;
virtual Variant get_parameter(const StringName &p_name) const override;
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AudioStreamPlaybackMP3() {}
~AudioStreamPlaybackMP3();
};
class AudioStreamMP3 : public AudioStream {
GDCLASS(AudioStreamMP3, AudioStream);
OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
RES_BASE_EXTENSION("mp3str");
friend class AudioStreamPlaybackMP3;
PackedByteArray data;
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uint32_t data_len = 0;
float sample_rate = 1.0;
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int channels = 1;
float length = 0.0;
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bool loop = false;
float loop_offset = 0.0;
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void clear_data();
double bpm = 0;
int beat_count = 0;
int bar_beats = 4;
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protected:
static void _bind_methods();
public:
void set_loop(bool p_enable);
virtual bool has_loop() const override;
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void set_loop_offset(double p_seconds);
double get_loop_offset() const;
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void set_bpm(double p_bpm);
virtual double get_bpm() const override;
void set_beat_count(int p_beat_count);
virtual int get_beat_count() const override;
void set_bar_beats(int p_bar_beats);
virtual int get_bar_beats() const override;
virtual Ref<AudioStreamPlayback> instantiate_playback() override;
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virtual String get_stream_name() const override;
void set_data(const Vector<uint8_t> &p_data);
Vector<uint8_t> get_data() const;
virtual double get_length() const override;
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virtual bool is_monophonic() const override;
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virtual bool can_be_sampled() const override {
return true;
}
virtual Ref<AudioSample> generate_sample() const override;
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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virtual void get_parameter_list(List<Parameter> *r_parameters) override;
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AudioStreamMP3();
virtual ~AudioStreamMP3();
};
#endif // AUDIO_STREAM_MP3_H