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5ad9be4c24
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
103 lines
3.6 KiB
C++
103 lines
3.6 KiB
C++
/*************************************************************************/
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/* audio_player.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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 AUDIOPLAYER_H
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#define AUDIOPLAYER_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 AudioStreamPlayer : public Node {
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GDCLASS(AudioStreamPlayer, Node)
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public:
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enum MixTarget {
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MIX_TARGET_STEREO,
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MIX_TARGET_SURROUND,
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MIX_TARGET_CENTER
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};
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private:
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Ref<AudioStreamPlayback> stream_playback;
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Ref<AudioStream> stream;
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Vector<AudioFrame> mix_buffer;
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volatile float setseek;
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volatile bool active;
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float mix_volume_db;
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float volume_db;
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bool autoplay;
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StringName bus;
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MixTarget mix_target;
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void _mix_audio();
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static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer *>(self)->_mix_audio(); }
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void _set_playing(bool p_enable);
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bool _is_active() const;
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void _bus_layout_changed();
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protected:
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void _validate_property(PropertyInfo &property) const;
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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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void set_stream(Ref<AudioStream> p_stream);
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Ref<AudioStream> get_stream() const;
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void set_volume_db(float p_volume);
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float get_volume_db() const;
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void play(float p_from_pos = 0.0);
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void seek(float p_seconds);
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void stop();
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bool is_playing() const;
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float get_position();
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void set_bus(const StringName &p_bus);
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StringName get_bus() const;
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void set_autoplay(bool p_enable);
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bool is_autoplay_enabled();
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void set_mix_target(MixTarget p_target);
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MixTarget get_mix_target() const;
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AudioStreamPlayer();
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~AudioStreamPlayer();
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};
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VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget)
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#endif // AUDIOPLAYER_H
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