audio_stream_preview.h 3.7 KB

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  1. /*************************************************************************/
  2. /* audio_stream_preview.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef AUDIO_STREAM_PREVIEW_H
  31. #define AUDIO_STREAM_PREVIEW_H
  32. #include "core/os/thread.h"
  33. #include "core/safe_refcount.h"
  34. #include "scene/main/node.h"
  35. #include "servers/audio/audio_stream.h"
  36. class AudioStreamPreview : public Reference {
  37. GDCLASS(AudioStreamPreview, Reference);
  38. friend class AudioStream;
  39. Vector<uint8_t> preview;
  40. float length;
  41. friend class AudioStreamPreviewGenerator;
  42. public:
  43. float get_length() const;
  44. float get_max(float p_time, float p_time_next) const;
  45. float get_min(float p_time, float p_time_next) const;
  46. AudioStreamPreview();
  47. };
  48. class AudioStreamPreviewGenerator : public Node {
  49. GDCLASS(AudioStreamPreviewGenerator, Node);
  50. static AudioStreamPreviewGenerator *singleton;
  51. struct Preview {
  52. Ref<AudioStreamPreview> preview;
  53. Ref<AudioStream> base_stream;
  54. Ref<AudioStreamPlayback> playback;
  55. SafeFlag generating;
  56. ObjectID id;
  57. Thread *thread;
  58. // Needed for the bookkeeping of the Map
  59. Preview &operator=(const Preview &p_rhs) {
  60. preview = p_rhs.preview;
  61. base_stream = p_rhs.base_stream;
  62. playback = p_rhs.playback;
  63. generating.set_to(generating.is_set());
  64. id = p_rhs.id;
  65. thread = p_rhs.thread;
  66. return *this;
  67. }
  68. };
  69. Map<ObjectID, Preview> previews;
  70. static void _preview_thread(void *p_preview);
  71. void _update_emit(ObjectID p_id);
  72. protected:
  73. void _notification(int p_what);
  74. static void _bind_methods();
  75. public:
  76. static AudioStreamPreviewGenerator *get_singleton() { return singleton; }
  77. Ref<AudioStreamPreview> generate_preview(const Ref<AudioStream> &p_stream);
  78. AudioStreamPreviewGenerator();
  79. };
  80. #endif // AUDIO_STREAM_PREVIEW_H