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- /**************************************************************************/
- /* audio_effect_record.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_EFFECT_RECORD_H
- #define AUDIO_EFFECT_RECORD_H
- #include "core/os/thread.h"
- #include "scene/resources/audio_stream_wav.h"
- #include "servers/audio/audio_effect.h"
- #include "servers/audio_server.h"
- class AudioEffectRecord;
- class AudioEffectRecordInstance : public AudioEffectInstance {
- GDCLASS(AudioEffectRecordInstance, AudioEffectInstance);
- friend class AudioEffectRecord;
- bool is_recording;
- Thread io_thread;
- Vector<AudioFrame> ring_buffer;
- Vector<float> recording_data;
- unsigned int ring_buffer_pos;
- unsigned int ring_buffer_mask;
- unsigned int ring_buffer_read_pos;
- void _io_thread_process();
- void _io_store_buffer();
- static void _thread_callback(void *_instance);
- void _init_recording();
- void _update_buffer();
- static void _update(void *userdata);
- public:
- void init();
- void finish();
- virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
- virtual bool process_silence() const override;
- };
- class AudioEffectRecord : public AudioEffect {
- GDCLASS(AudioEffectRecord, AudioEffect);
- friend class AudioEffectRecordInstance;
- enum {
- IO_BUFFER_SIZE_MS = 1500
- };
- Ref<AudioEffectRecordInstance> current_instance;
- AudioStreamWAV::Format format;
- void ensure_thread_stopped();
- protected:
- static void _bind_methods();
- public:
- Ref<AudioEffectInstance> instantiate() override;
- void set_recording_active(bool p_record);
- bool is_recording_active() const;
- void set_format(AudioStreamWAV::Format p_format);
- AudioStreamWAV::Format get_format() const;
- Ref<AudioStreamWAV> get_recording() const;
- AudioEffectRecord();
- ~AudioEffectRecord();
- };
- #endif // AUDIO_EFFECT_RECORD_H
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