godot/scene/resources/audio_stream_wav.h
2024-06-18 11:06:31 -04:00

190 lines
6.0 KiB
C++

/**************************************************************************/
/* audio_stream_wav.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#ifndef AUDIO_STREAM_WAV_H
#define AUDIO_STREAM_WAV_H
#define QOA_IMPLEMENTATION
#define QOA_NO_STDIO
#include "servers/audio/audio_stream.h"
#include "thirdparty/misc/qoa.h"
class AudioStreamWAV;
class AudioStreamPlaybackWAV : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackWAV, AudioStreamPlayback);
enum {
MIX_FRAC_BITS = 13,
MIX_FRAC_LEN = (1 << MIX_FRAC_BITS),
MIX_FRAC_MASK = MIX_FRAC_LEN - 1,
};
struct IMA_ADPCM_State {
int16_t step_index = 0;
int32_t predictor = 0;
/* values at loop point */
int16_t loop_step_index = 0;
int32_t loop_predictor = 0;
int32_t last_nibble = 0;
int32_t loop_pos = 0;
int32_t window_ofs = 0;
} ima_adpcm[2];
struct QOA_State {
qoa_desc *desc = nullptr;
uint32_t data_ofs = 0;
uint32_t frame_len = 0;
int16_t *dec = nullptr;
uint32_t dec_len = 0;
int64_t cache_pos = -1;
int16_t cache[2] = { 0, 0 };
int16_t cache_r[2] = { 0, 0 };
} qoa;
int64_t offset = 0;
int sign = 1;
bool active = false;
friend class AudioStreamWAV;
Ref<AudioStreamWAV> base;
template <typename Depth, bool is_stereo, bool is_ima_adpcm, bool is_qoa>
void do_resample(const Depth *p_src, AudioFrame *p_dst, int64_t &p_offset, int32_t &p_increment, uint32_t p_amount, IMA_ADPCM_State *p_ima_adpcm, QOA_State *p_qoa);
bool _is_sample = false;
Ref<AudioSamplePlayback> sample_playback;
public:
virtual void start(double 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 double get_playback_position() const override;
virtual void seek(double p_time) override;
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
virtual void tag_used_streams() override;
virtual void set_is_sample(bool p_is_sample) override;
virtual bool get_is_sample() const override;
virtual Ref<AudioSamplePlayback> get_sample_playback() const override;
virtual void set_sample_playback(const Ref<AudioSamplePlayback> &p_playback) override;
AudioStreamPlaybackWAV();
~AudioStreamPlaybackWAV();
};
class AudioStreamWAV : public AudioStream {
GDCLASS(AudioStreamWAV, AudioStream);
RES_BASE_EXTENSION("sample")
public:
enum Format {
FORMAT_8_BITS,
FORMAT_16_BITS,
FORMAT_IMA_ADPCM,
FORMAT_QOA,
};
// Keep the ResourceImporterWAV `edit/loop_mode` enum hint in sync with these options.
enum LoopMode {
LOOP_DISABLED,
LOOP_FORWARD,
LOOP_PINGPONG,
LOOP_BACKWARD
};
private:
friend class AudioStreamPlaybackWAV;
enum {
DATA_PAD = 16 //padding for interpolation
};
Format format = FORMAT_8_BITS;
LoopMode loop_mode = LOOP_DISABLED;
bool stereo = false;
int loop_begin = 0;
int loop_end = 0;
int mix_rate = 44100;
void *data = nullptr;
uint32_t data_bytes = 0;
protected:
static void _bind_methods();
public:
void set_format(Format p_format);
Format get_format() const;
void set_loop_mode(LoopMode p_loop_mode);
LoopMode get_loop_mode() const;
void set_loop_begin(int p_frame);
int get_loop_begin() const;
void set_loop_end(int p_frame);
int get_loop_end() const;
void set_mix_rate(int p_hz);
int get_mix_rate() const;
void set_stereo(bool p_enable);
bool is_stereo() const;
virtual double get_length() const override; //if supported, otherwise return 0
virtual bool is_monophonic() const override;
void set_data(const Vector<uint8_t> &p_data);
Vector<uint8_t> get_data() const;
Error save_to_wav(const String &p_path);
virtual Ref<AudioStreamPlayback> instantiate_playback() override;
virtual String get_stream_name() const override;
virtual bool can_be_sampled() const override {
return true;
}
virtual Ref<AudioSample> generate_sample() const override;
AudioStreamWAV();
~AudioStreamWAV();
};
VARIANT_ENUM_CAST(AudioStreamWAV::Format)
VARIANT_ENUM_CAST(AudioStreamWAV::LoopMode)
#endif // AUDIO_STREAM_WAV_H