godot/scene/2d/audio_stream_player_2d.cpp
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

413 lines
16 KiB
C++

/**************************************************************************/
/* audio_stream_player_2d.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_player_2d.h"
#include "audio_stream_player_2d.compat.inc"
#include "core/config/project_settings.h"
#include "scene/2d/audio_listener_2d.h"
#include "scene/2d/physics/area_2d.h"
#include "scene/audio/audio_stream_player_internal.h"
#include "scene/main/viewport.h"
#include "scene/resources/world_2d.h"
#include "scene/scene_string_names.h"
#include "servers/audio/audio_stream.h"
#include "servers/audio_server.h"
void AudioStreamPlayer2D::_notification(int p_what) {
internal->notification(p_what);
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
AudioServer::get_singleton()->add_listener_changed_callback(_listener_changed_cb, this);
} break;
case NOTIFICATION_EXIT_TREE: {
AudioServer::get_singleton()->remove_listener_changed_callback(_listener_changed_cb, this);
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// Update anything related to position first, if possible of course.
if (setplay.get() > 0 || (internal->active.is_set() && last_mix_count != AudioServer::get_singleton()->get_mix_count()) || force_update_panning) {
force_update_panning = false;
_update_panning();
}
if (setplayback.is_valid() && setplay.get() >= 0) {
internal->active.set();
AudioServer::get_singleton()->start_playback_stream(setplayback, _get_actual_bus(), volume_vector, setplay.get(), internal->pitch_scale);
setplayback.unref();
setplay.set(-1);
}
if (!internal->stream_playbacks.is_empty() && internal->active.is_set()) {
internal->process();
}
internal->ensure_playback_limit();
} break;
}
}
// Interacts with PhysicsServer2D, so can only be called during _physics_process.
StringName AudioStreamPlayer2D::_get_actual_bus() {
Vector2 global_pos = get_global_position();
//check if any area is diverting sound into a bus
Ref<World2D> world_2d = get_world_2d();
ERR_FAIL_COND_V(world_2d.is_null(), SceneStringNames::get_singleton()->Master);
PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space());
ERR_FAIL_NULL_V(space_state, SceneStringNames::get_singleton()->Master);
PhysicsDirectSpaceState2D::ShapeResult sr[MAX_INTERSECT_AREAS];
PhysicsDirectSpaceState2D::PointParameters point_params;
point_params.position = global_pos;
point_params.collision_mask = area_mask;
point_params.collide_with_bodies = false;
point_params.collide_with_areas = true;
int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS);
for (int i = 0; i < areas; i++) {
Area2D *area2d = Object::cast_to<Area2D>(sr[i].collider);
if (!area2d) {
continue;
}
if (!area2d->is_overriding_audio_bus()) {
continue;
}
return area2d->get_audio_bus_name();
}
return internal->bus;
}
// Interacts with PhysicsServer2D, so can only be called during _physics_process
void AudioStreamPlayer2D::_update_panning() {
if (!internal->active.is_set() || internal->stream.is_null()) {
return;
}
Ref<World2D> world_2d = get_world_2d();
ERR_FAIL_COND(world_2d.is_null());
Vector2 global_pos = get_global_position();
HashSet<Viewport *> viewports = world_2d->get_viewports();
volume_vector.resize(4);
volume_vector.write[0] = AudioFrame(0, 0);
volume_vector.write[1] = AudioFrame(0, 0);
volume_vector.write[2] = AudioFrame(0, 0);
volume_vector.write[3] = AudioFrame(0, 0);
for (Viewport *vp : viewports) {
if (!vp->is_audio_listener_2d()) {
continue;
}
//compute matrix to convert to screen
Vector2 screen_size = vp->get_visible_rect().size;
Vector2 listener_in_global;
Vector2 relative_to_listener;
//screen in global is used for attenuation
AudioListener2D *listener = vp->get_audio_listener_2d();
Transform2D full_canvas_transform = vp->get_global_canvas_transform() * vp->get_canvas_transform();
if (listener) {
listener_in_global = listener->get_global_position();
relative_to_listener = (global_pos - listener_in_global).rotated(-listener->get_global_rotation());
relative_to_listener *= full_canvas_transform.get_scale(); // Default listener scales with canvas size, do the same here.
} else {
listener_in_global = full_canvas_transform.affine_inverse().xform(screen_size * 0.5);
relative_to_listener = full_canvas_transform.xform(global_pos) - screen_size * 0.5;
}
float dist = global_pos.distance_to(listener_in_global); // Distance to listener, or screen if none.
if (dist > max_distance) {
continue; // Can't hear this sound in this viewport.
}
float multiplier = Math::pow(1.0f - dist / max_distance, attenuation);
multiplier *= Math::db_to_linear(internal->volume_db); // Also apply player volume!
float pan = relative_to_listener.x / screen_size.x;
// Don't let the panning effect extend (too far) beyond the screen.
pan = CLAMP(pan, -1, 1);
// Bake in a constant factor here to allow the project setting defaults for 2d and 3d to be normalized to 1.0.
pan *= panning_strength * cached_global_panning_strength * 0.5f;
pan = CLAMP(pan + 0.5, 0.0, 1.0);
float l = 1.0 - pan;
float r = pan;
const AudioFrame &prev_sample = volume_vector[0];
AudioFrame new_sample = AudioFrame(l, r) * multiplier;
volume_vector.write[0] = AudioFrame(MAX(prev_sample[0], new_sample[0]), MAX(prev_sample[1], new_sample[1]));
}
for (const Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
AudioServer::get_singleton()->set_playback_bus_exclusive(playback, _get_actual_bus(), volume_vector);
}
for (Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
AudioServer::get_singleton()->set_playback_pitch_scale(playback, internal->pitch_scale);
}
last_mix_count = AudioServer::get_singleton()->get_mix_count();
}
void AudioStreamPlayer2D::set_stream(Ref<AudioStream> p_stream) {
internal->set_stream(p_stream);
}
Ref<AudioStream> AudioStreamPlayer2D::get_stream() const {
return internal->stream;
}
void AudioStreamPlayer2D::set_volume_db(float p_volume) {
internal->volume_db = p_volume;
}
float AudioStreamPlayer2D::get_volume_db() const {
return internal->volume_db;
}
void AudioStreamPlayer2D::set_pitch_scale(float p_pitch_scale) {
internal->set_pitch_scale(p_pitch_scale);
}
float AudioStreamPlayer2D::get_pitch_scale() const {
return internal->pitch_scale;
}
void AudioStreamPlayer2D::play(float p_from_pos) {
Ref<AudioStreamPlayback> stream_playback = internal->play_basic();
if (stream_playback.is_null()) {
return;
}
setplayback = stream_playback;
setplay.set(p_from_pos);
}
void AudioStreamPlayer2D::seek(float p_seconds) {
internal->seek(p_seconds);
}
void AudioStreamPlayer2D::stop() {
setplay.set(-1);
internal->stop();
}
bool AudioStreamPlayer2D::is_playing() const {
if (setplay.get() >= 0) {
return true; // play() has been called this frame, but no playback exists just yet.
}
return internal->is_playing();
}
float AudioStreamPlayer2D::get_playback_position() {
return internal->get_playback_position();
}
void AudioStreamPlayer2D::set_bus(const StringName &p_bus) {
internal->bus = p_bus; // This will be pushed to the audio server during the next physics timestep, which is fast enough.
}
StringName AudioStreamPlayer2D::get_bus() const {
return internal->get_bus();
}
void AudioStreamPlayer2D::set_autoplay(bool p_enable) {
internal->autoplay = p_enable;
}
bool AudioStreamPlayer2D::is_autoplay_enabled() const {
return internal->autoplay;
}
void AudioStreamPlayer2D::_set_playing(bool p_enable) {
internal->set_playing(p_enable);
}
bool AudioStreamPlayer2D::_is_active() const {
return internal->is_active();
}
void AudioStreamPlayer2D::_validate_property(PropertyInfo &p_property) const {
internal->validate_property(p_property);
}
void AudioStreamPlayer2D::set_max_distance(float p_pixels) {
ERR_FAIL_COND(p_pixels <= 0.0);
max_distance = p_pixels;
}
float AudioStreamPlayer2D::get_max_distance() const {
return max_distance;
}
void AudioStreamPlayer2D::set_attenuation(float p_curve) {
attenuation = p_curve;
}
float AudioStreamPlayer2D::get_attenuation() const {
return attenuation;
}
void AudioStreamPlayer2D::set_area_mask(uint32_t p_mask) {
area_mask = p_mask;
}
uint32_t AudioStreamPlayer2D::get_area_mask() const {
return area_mask;
}
void AudioStreamPlayer2D::set_stream_paused(bool p_pause) {
internal->set_stream_paused(p_pause);
}
bool AudioStreamPlayer2D::get_stream_paused() const {
return internal->get_stream_paused();
}
bool AudioStreamPlayer2D::has_stream_playback() {
return internal->has_stream_playback();
}
Ref<AudioStreamPlayback> AudioStreamPlayer2D::get_stream_playback() {
return internal->get_stream_playback();
}
void AudioStreamPlayer2D::set_max_polyphony(int p_max_polyphony) {
internal->set_max_polyphony(p_max_polyphony);
}
int AudioStreamPlayer2D::get_max_polyphony() const {
return internal->max_polyphony;
}
void AudioStreamPlayer2D::set_panning_strength(float p_panning_strength) {
ERR_FAIL_COND_MSG(p_panning_strength < 0, "Panning strength must be a positive number.");
panning_strength = p_panning_strength;
}
float AudioStreamPlayer2D::get_panning_strength() const {
return panning_strength;
}
bool AudioStreamPlayer2D::_set(const StringName &p_name, const Variant &p_value) {
return internal->set(p_name, p_value);
}
bool AudioStreamPlayer2D::_get(const StringName &p_name, Variant &r_ret) const {
return internal->get(p_name, r_ret);
}
void AudioStreamPlayer2D::_get_property_list(List<PropertyInfo> *p_list) const {
internal->get_property_list(p_list);
}
void AudioStreamPlayer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_stream", "stream"), &AudioStreamPlayer2D::set_stream);
ClassDB::bind_method(D_METHOD("get_stream"), &AudioStreamPlayer2D::get_stream);
ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &AudioStreamPlayer2D::set_volume_db);
ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioStreamPlayer2D::get_volume_db);
ClassDB::bind_method(D_METHOD("set_pitch_scale", "pitch_scale"), &AudioStreamPlayer2D::set_pitch_scale);
ClassDB::bind_method(D_METHOD("get_pitch_scale"), &AudioStreamPlayer2D::get_pitch_scale);
ClassDB::bind_method(D_METHOD("play", "from_position"), &AudioStreamPlayer2D::play, DEFVAL(0.0));
ClassDB::bind_method(D_METHOD("seek", "to_position"), &AudioStreamPlayer2D::seek);
ClassDB::bind_method(D_METHOD("stop"), &AudioStreamPlayer2D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AudioStreamPlayer2D::is_playing);
ClassDB::bind_method(D_METHOD("get_playback_position"), &AudioStreamPlayer2D::get_playback_position);
ClassDB::bind_method(D_METHOD("set_bus", "bus"), &AudioStreamPlayer2D::set_bus);
ClassDB::bind_method(D_METHOD("get_bus"), &AudioStreamPlayer2D::get_bus);
ClassDB::bind_method(D_METHOD("set_autoplay", "enable"), &AudioStreamPlayer2D::set_autoplay);
ClassDB::bind_method(D_METHOD("is_autoplay_enabled"), &AudioStreamPlayer2D::is_autoplay_enabled);
ClassDB::bind_method(D_METHOD("_set_playing", "enable"), &AudioStreamPlayer2D::_set_playing);
ClassDB::bind_method(D_METHOD("_is_active"), &AudioStreamPlayer2D::_is_active);
ClassDB::bind_method(D_METHOD("set_max_distance", "pixels"), &AudioStreamPlayer2D::set_max_distance);
ClassDB::bind_method(D_METHOD("get_max_distance"), &AudioStreamPlayer2D::get_max_distance);
ClassDB::bind_method(D_METHOD("set_attenuation", "curve"), &AudioStreamPlayer2D::set_attenuation);
ClassDB::bind_method(D_METHOD("get_attenuation"), &AudioStreamPlayer2D::get_attenuation);
ClassDB::bind_method(D_METHOD("set_area_mask", "mask"), &AudioStreamPlayer2D::set_area_mask);
ClassDB::bind_method(D_METHOD("get_area_mask"), &AudioStreamPlayer2D::get_area_mask);
ClassDB::bind_method(D_METHOD("set_stream_paused", "pause"), &AudioStreamPlayer2D::set_stream_paused);
ClassDB::bind_method(D_METHOD("get_stream_paused"), &AudioStreamPlayer2D::get_stream_paused);
ClassDB::bind_method(D_METHOD("set_max_polyphony", "max_polyphony"), &AudioStreamPlayer2D::set_max_polyphony);
ClassDB::bind_method(D_METHOD("get_max_polyphony"), &AudioStreamPlayer2D::get_max_polyphony);
ClassDB::bind_method(D_METHOD("set_panning_strength", "panning_strength"), &AudioStreamPlayer2D::set_panning_strength);
ClassDB::bind_method(D_METHOD("get_panning_strength"), &AudioStreamPlayer2D::get_panning_strength);
ClassDB::bind_method(D_METHOD("has_stream_playback"), &AudioStreamPlayer2D::has_stream_playback);
ClassDB::bind_method(D_METHOD("get_stream_playback"), &AudioStreamPlayer2D::get_stream_playback);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_stream", "get_stream");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_db", PROPERTY_HINT_RANGE, "-80,24,suffix:dB"), "set_volume_db", "get_volume_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pitch_scale", PROPERTY_HINT_RANGE, "0.01,4,0.01,or_greater"), "set_pitch_scale", "get_pitch_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "_set_playing", "is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoplay"), "set_autoplay", "is_autoplay_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stream_paused", PROPERTY_HINT_NONE, ""), "set_stream_paused", "get_stream_paused");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "1,4096,1,or_greater,exp,suffix:px"), "set_max_distance", "get_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_attenuation", "get_attenuation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_polyphony", PROPERTY_HINT_NONE, ""), "set_max_polyphony", "get_max_polyphony");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "panning_strength", PROPERTY_HINT_RANGE, "0,3,0.01,or_greater"), "set_panning_strength", "get_panning_strength");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bus", PROPERTY_HINT_ENUM, ""), "set_bus", "get_bus");
ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask");
ADD_SIGNAL(MethodInfo("finished"));
}
AudioStreamPlayer2D::AudioStreamPlayer2D() {
internal = memnew(AudioStreamPlayerInternal(this, callable_mp(this, &AudioStreamPlayer2D::play), true));
cached_global_panning_strength = GLOBAL_GET("audio/general/2d_panning_strength");
set_hide_clip_children(true);
}
AudioStreamPlayer2D::~AudioStreamPlayer2D() {
memdelete(internal);
}