godot/modules/minimp3/audio_stream_mp3.h
reduz d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00

134 lines
4.5 KiB
C++

/*************************************************************************/
/* audio_stream_mp3.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). */
/* */
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/* "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 */
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/*************************************************************************/
#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"
class AudioStreamMP3;
class AudioStreamPlaybackMP3 : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamPlaybackMP3, AudioStreamPlaybackResampled);
enum {
FADE_SIZE = 256
};
AudioFrame loop_fade[FADE_SIZE];
int loop_fade_remaining = FADE_SIZE;
mp3dec_ex_t *mp3d = nullptr;
uint32_t frames_mixed = 0;
bool active = false;
int loops = 0;
friend class AudioStreamMP3;
Ref<AudioStreamMP3> mp3_stream;
protected:
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
virtual float get_stream_sampling_rate() override;
public:
virtual void start(float p_from_pos = 0.0) override;
virtual void stop() override;
virtual bool is_playing() const override;
virtual int get_loop_count() const override; //times it looped
virtual float get_playback_position() const override;
virtual void seek(float p_time) override;
virtual void tag_used_streams() override;
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;
uint32_t data_len = 0;
float sample_rate = 1.0;
int channels = 1;
float length = 0.0;
bool loop = false;
float loop_offset = 0.0;
void clear_data();
double bpm = 0;
int beat_count = 0;
int bar_beats = 4;
protected:
static void _bind_methods();
public:
void set_loop(bool p_enable);
virtual bool has_loop() const override;
void set_loop_offset(float p_seconds);
float get_loop_offset() const;
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;
virtual String get_stream_name() const override;
void set_data(const Vector<uint8_t> &p_data);
Vector<uint8_t> get_data() const;
virtual float get_length() const override;
virtual bool is_monophonic() const override;
AudioStreamMP3();
virtual ~AudioStreamMP3();
};
#endif // AUDIO_STREAM_MP3_H