godot/scene/2d/sound_player_2d.cpp
Juan Linietsky b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00

126 lines
5.0 KiB
C++

/*************************************************************************/
/* sound_player_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "sound_player_2d.h"
#include "servers/audio_server.h"
#include "servers/spatial_sound_2d_server.h"
#include "scene/resources/surface_tool.h"
void SoundPlayer2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
//find the sound space
source_rid = SpatialSound2DServer::get_singleton()->source_create(get_world_2d()->get_sound_space());
for(int i=0;i<PARAM_MAX;i++)
set_param(Param(i),params[i]);
SpatialSound2DServer::get_singleton()->source_set_transform(source_rid,get_global_transform());
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
SpatialSound2DServer::get_singleton()->source_set_transform(source_rid,get_global_transform());
} break;
case NOTIFICATION_EXIT_TREE: {
if (source_rid.is_valid())
SpatialSound2DServer::get_singleton()->free(source_rid);
} break;
}
}
void SoundPlayer2D::set_param( Param p_param, float p_value) {
ERR_FAIL_INDEX(p_param,PARAM_MAX);
params[p_param]=p_value;
if (source_rid.is_valid())
SpatialSound2DServer::get_singleton()->source_set_param(source_rid,(SpatialSound2DServer::SourceParam)p_param,p_value);
}
float SoundPlayer2D::get_param( Param p_param) const {
ERR_FAIL_INDEX_V(p_param,PARAM_MAX,0);
return params[p_param];
}
void SoundPlayer2D::_bind_methods() {
ClassDB::bind_method(_MD("set_param","param","value"),&SoundPlayer2D::set_param);
ClassDB::bind_method(_MD("get_param","param"),&SoundPlayer2D::get_param);
BIND_CONSTANT( PARAM_VOLUME_DB );
BIND_CONSTANT( PARAM_PITCH_SCALE );
BIND_CONSTANT( PARAM_ATTENUATION_MIN_DISTANCE );
BIND_CONSTANT( PARAM_ATTENUATION_MAX_DISTANCE );
BIND_CONSTANT( PARAM_ATTENUATION_DISTANCE_EXP );
BIND_CONSTANT( PARAM_MAX );
ADD_GROUP("Parameters","");
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "volume_db",PROPERTY_HINT_RANGE, "-80,24,0.01"),_SCS("set_param"),_SCS("get_param"),PARAM_VOLUME_DB);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pitch_scale",PROPERTY_HINT_RANGE, "0.001,32,0.001"),_SCS("set_param"),_SCS("get_param"),PARAM_PITCH_SCALE);
ADD_GROUP("Attenuation","attenuation_");
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "attenuation_min_distance",PROPERTY_HINT_EXP_RANGE, "16,16384,1"),_SCS("set_param"),_SCS("get_param"),PARAM_ATTENUATION_MIN_DISTANCE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "attenuation_max_distance",PROPERTY_HINT_EXP_RANGE, "16,16384,1"),_SCS("set_param"),_SCS("get_param"),PARAM_ATTENUATION_MAX_DISTANCE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "attenuation_distance_exp",PROPERTY_HINT_EXP_EASING, "attenuation"),_SCS("set_param"),_SCS("get_param"),PARAM_ATTENUATION_DISTANCE_EXP);
}
SoundPlayer2D::SoundPlayer2D() {
params[PARAM_VOLUME_DB]=0.0;
params[PARAM_PITCH_SCALE]=1.0;
params[PARAM_ATTENUATION_MIN_DISTANCE]=1;
params[PARAM_ATTENUATION_MAX_DISTANCE]=2048;
params[PARAM_ATTENUATION_DISTANCE_EXP]=1.0; //linear (and not really good)
}
SoundPlayer2D::~SoundPlayer2D() {
}