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https://github.com/godotengine/godot.git
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e33764744c
Made AudioFrame and Vector2 equivalent for casting. Added ability to obtain the playback object from stream players. Added ability to obtain effect instance from audio server.
144 lines
5.1 KiB
C++
144 lines
5.1 KiB
C++
/*************************************************************************/
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/* audio_frame.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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 AUDIOFRAME_H
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#define AUDIOFRAME_H
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#include "core/math/vector2.h"
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#include "core/typedefs.h"
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static inline float undenormalise(volatile float f) {
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union {
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uint32_t i;
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float f;
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} v;
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v.f = f;
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// original: return (v.i & 0x7f800000) == 0 ? 0.0f : f;
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// version from Tim Blechmann:
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return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
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}
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struct AudioFrame {
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//left and right samples
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float l, r;
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_ALWAYS_INLINE_ const float &operator[](int idx) const { return idx == 0 ? l : r; }
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_ALWAYS_INLINE_ float &operator[](int idx) { return idx == 0 ? l : r; }
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_ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame &p_frame) const { return AudioFrame(l + p_frame.l, r + p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame &p_frame) const { return AudioFrame(l - p_frame.l, r - p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame &p_frame) const { return AudioFrame(l * p_frame.l, r * p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame &p_frame) const { return AudioFrame(l / p_frame.l, r / p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(l + p_sample, r + p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(l - p_sample, r - p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(l * p_sample, r * p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(l / p_sample, r / p_sample); }
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_ALWAYS_INLINE_ void operator+=(const AudioFrame &p_frame) {
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l += p_frame.l;
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r += p_frame.r;
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}
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_ALWAYS_INLINE_ void operator-=(const AudioFrame &p_frame) {
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l -= p_frame.l;
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r -= p_frame.r;
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}
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_ALWAYS_INLINE_ void operator*=(const AudioFrame &p_frame) {
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l *= p_frame.l;
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r *= p_frame.r;
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}
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_ALWAYS_INLINE_ void operator/=(const AudioFrame &p_frame) {
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l /= p_frame.l;
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r /= p_frame.r;
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}
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_ALWAYS_INLINE_ void operator+=(float p_sample) {
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l += p_sample;
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r += p_sample;
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}
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_ALWAYS_INLINE_ void operator-=(float p_sample) {
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l -= p_sample;
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r -= p_sample;
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}
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_ALWAYS_INLINE_ void operator*=(float p_sample) {
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l *= p_sample;
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r *= p_sample;
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}
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_ALWAYS_INLINE_ void operator/=(float p_sample) {
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l /= p_sample;
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r /= p_sample;
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}
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_ALWAYS_INLINE_ void undenormalise() {
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l = ::undenormalise(l);
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r = ::undenormalise(r);
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}
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_FORCE_INLINE_ AudioFrame linear_interpolate(const AudioFrame &p_b, float p_t) const {
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AudioFrame res = *this;
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res.l += (p_t * (p_b.l - l));
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res.r += (p_t * (p_b.r - r));
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return res;
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}
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_ALWAYS_INLINE_ AudioFrame(float p_l, float p_r) {
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l = p_l;
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r = p_r;
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}
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_ALWAYS_INLINE_ AudioFrame(const AudioFrame &p_frame) {
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l = p_frame.l;
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r = p_frame.r;
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}
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_ALWAYS_INLINE_ AudioFrame operator=(const AudioFrame &p_frame) {
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l = p_frame.l;
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r = p_frame.r;
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return *this;
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}
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_ALWAYS_INLINE_ operator Vector2() const {
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return Vector2(l, r);
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}
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_ALWAYS_INLINE_ AudioFrame(const Vector2 &p_v2) {
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l = p_v2.x;
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r = p_v2.y;
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}
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_ALWAYS_INLINE_ AudioFrame() {}
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};
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#endif
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