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https://github.com/godotengine/godot
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107 lines
4 KiB
C++
107 lines
4 KiB
C++
/*************************************************************************/
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/* audio_stream_preview.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIO_STREAM_PREVIEW_H
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#define AUDIO_STREAM_PREVIEW_H
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#include "core/os/thread.h"
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#include "core/templates/safe_refcount.h"
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#include "scene/main/node.h"
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#include "servers/audio/audio_stream.h"
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class AudioStreamPreview : public RefCounted {
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GDCLASS(AudioStreamPreview, RefCounted);
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friend class AudioStream;
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Vector<uint8_t> preview;
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float length;
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friend class AudioStreamPreviewGenerator;
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public:
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float get_length() const;
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float get_max(float p_time, float p_time_next) const;
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float get_min(float p_time, float p_time_next) const;
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AudioStreamPreview();
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};
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class AudioStreamPreviewGenerator : public Node {
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GDCLASS(AudioStreamPreviewGenerator, Node);
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static AudioStreamPreviewGenerator *singleton;
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struct Preview {
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Ref<AudioStreamPreview> preview;
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Ref<AudioStream> base_stream;
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Ref<AudioStreamPlayback> playback;
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SafeFlag generating;
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ObjectID id;
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Thread *thread = nullptr;
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// Needed for the bookkeeping of the Map
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void operator=(const Preview &p_rhs) {
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preview = p_rhs.preview;
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base_stream = p_rhs.base_stream;
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playback = p_rhs.playback;
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generating.set_to(generating.is_set());
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id = p_rhs.id;
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thread = p_rhs.thread;
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}
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Preview(const Preview &p_rhs) {
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preview = p_rhs.preview;
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base_stream = p_rhs.base_stream;
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playback = p_rhs.playback;
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generating.set_to(generating.is_set());
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id = p_rhs.id;
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thread = p_rhs.thread;
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}
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Preview() {}
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};
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Map<ObjectID, Preview> previews;
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static void _preview_thread(void *p_preview);
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void _update_emit(ObjectID p_id);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static AudioStreamPreviewGenerator *get_singleton() { return singleton; }
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Ref<AudioStreamPreview> generate_preview(const Ref<AudioStream> &p_stream);
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AudioStreamPreviewGenerator();
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};
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#endif // AUDIO_STREAM_PREVIEW_H
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