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9741374617
-Fixes long-standing issues regarding to playing a single stream multiple times simultanteously -Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design -Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
84 lines
3.2 KiB
C++
84 lines
3.2 KiB
C++
/*************************************************************************/
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/* audio_stream.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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_H
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#define AUDIO_STREAM_H
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#include "resource.h"
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#include "servers/audio_server.h"
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class AudioStreamPlayback : public Reference {
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OBJ_TYPE( AudioStreamPlayback, Reference );
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protected:
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static void _bind_methods();
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public:
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virtual void play(float p_from_pos=0)=0;
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virtual void stop()=0;
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virtual bool is_playing() const=0;
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virtual void set_loop(bool p_enable)=0;
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virtual bool has_loop() const=0;
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virtual void set_loop_restart_time(float p_time)=0;
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virtual int get_loop_count() const=0;
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virtual float get_pos() const=0;
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virtual void seek_pos(float p_time)=0;
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virtual int mix(int16_t* p_bufer,int p_frames)=0;
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virtual float get_length() const=0;
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virtual String get_stream_name() const=0;
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virtual int get_channels() const=0;
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virtual int get_mix_rate() const=0;
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virtual int get_minimum_buffer_size() const=0;
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};
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class AudioStream : public Resource {
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OBJ_TYPE( AudioStream, Resource );
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OBJ_SAVE_TYPE( AudioStream ); //children are all saved as AudioStream, so they can be exchanged
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protected:
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static void _bind_methods();
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public:
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virtual Ref<AudioStreamPlayback> instance_playback()=0;
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};
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#endif // AUDIO_STREAM_H
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