sample_library.h 3.6 KB

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  1. /*************************************************************************/
  2. /* sample_library.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 SAMPLE_LIBRARY_H
  31. #define SAMPLE_LIBRARY_H
  32. #include "map.h"
  33. #include "resource.h"
  34. #include "scene/resources/sample.h"
  35. class SampleLibrary : public Resource {
  36. OBJ_TYPE(SampleLibrary, Resource);
  37. struct SampleData {
  38. Ref<Sample> sample;
  39. float db;
  40. float pitch_scale;
  41. int priority;
  42. SampleData() {
  43. db = 0;
  44. pitch_scale = 1;
  45. priority = 0;
  46. }
  47. };
  48. Map<StringName, SampleData> sample_map;
  49. Array _get_sample_list() const;
  50. protected:
  51. bool _set(const StringName &p_name, const Variant &p_value);
  52. bool _get(const StringName &p_name, Variant &r_ret) const;
  53. void _get_property_list(List<PropertyInfo> *p_list) const;
  54. static void _bind_methods();
  55. public:
  56. void add_sample(const StringName &p_name, const Ref<Sample> &p_sample);
  57. bool has_sample(const StringName &p_name) const;
  58. void sample_set_volume_db(const StringName &p_name, float p_db);
  59. float sample_get_volume_db(const StringName &p_name) const;
  60. void sample_set_pitch_scale(const StringName &p_name, float p_pitch);
  61. float sample_get_pitch_scale(const StringName &p_name) const;
  62. void sample_set_priority(const StringName &p_name, int p_priority);
  63. int sample_get_priority(const StringName &p_name) const;
  64. Ref<Sample> get_sample(const StringName &p_name) const;
  65. void get_sample_list(List<StringName> *p_samples) const;
  66. void remove_sample(const StringName &p_name);
  67. StringName get_sample_idx(int p_idx) const;
  68. SampleLibrary();
  69. };
  70. #endif // SAMPLE_LIBRARY_H