// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#if COMPILE_WITH_AUDIO_TOOL
#include "Engine/Core/Config.h"
#include "Engine/Core/Types/BaseTypes.h"
#if USE_EDITOR
#include "Engine/Core/ISerializable.h"
#endif
#include "Engine/Audio/Types.h"
///
/// Audio data importing and processing utilities.
///
API_CLASS(Namespace="FlaxEngine.Tools", Static) class FLAXENGINE_API AudioTool
{
DECLARE_SCRIPTING_TYPE_MINIMAL(AudioTool);
#if USE_EDITOR
public:
///
/// Declares the imported audio clip bit depth.
///
API_ENUM(Attributes="HideInEditor") enum class BitDepth : int32
{
// 8-bits per sample.
_8 = 8,
// 16-bits per sample.
_16 = 16,
// 24-bits per sample.
_24 = 24,
// 32-bits per sample.
_32 = 32,
};
///
/// Audio import options.
///
API_STRUCT(Attributes="HideInEditor") struct FLAXENGINE_API Options : public ISerializable
{
DECLARE_SCRIPTING_TYPE_MINIMAL(Options);
///
/// The audio data format to import the audio clip as.
///
API_FIELD(Attributes="EditorOrder(10)")
AudioFormat Format = AudioFormat::Vorbis;
///
/// The audio data compression quality. Used only if target format is using compression. Value 0 means the smallest size, value 1 means the best quality.
///
API_FIELD(Attributes="EditorOrder(20), EditorDisplay(null, \"Compression Quality\"), Limit(0, 1, 0.01f)")
float Quality = 0.4f;
///
/// Disables dynamic audio streaming. The whole clip will be loaded into the memory. Useful for small clips (eg. gunfire sounds).
///
API_FIELD(Attributes="EditorOrder(30)")
bool DisableStreaming = false;
///
/// Checks should the clip be played as spatial (3D) audio or as normal audio. 3D audio is stored in Mono format.
///
API_FIELD(Attributes="EditorOrder(40), EditorDisplay(null, \"Is 3D\")")
bool Is3D = false;
///
/// The size of a single sample in bits. The clip will be converted to this bit depth on import.
///
API_FIELD(Attributes="EditorOrder(50), VisibleIf(nameof(ShowBtiDepth))")
BitDepth BitDepth = BitDepth::_16;
String ToString() const;
// [ISerializable]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
};
#endif
public:
///
/// Converts a set of audio samples using multiple channels into a set of mono samples.
///
/// A set of input samples. Per-channels samples should be interleaved. Size of each sample is determined by bitDepth. Total size of the buffer should be (numSamples * numChannels * bitDepth / 8).
/// The pre-allocated buffer to store the mono samples. Should be of (numSamples * bitDepth / 8) size.
/// The size of a single sample in bits.
/// The number of samples per a single channel.
/// The number of channels in the input data.
static void ConvertToMono(const byte* input, byte* output, uint32 bitDepth, uint32 numSamples, uint32 numChannels);
///
/// Converts a set of audio samples of a certain bit depth to a new bit depth.
///
/// A set of input samples. Total size of the buffer should be *numSamples * inBitDepth / 8).
/// The size of a single sample in the input array, in bits.
/// The pre-allocated buffer to store the output samples in. Total size of the buffer should be (numSamples * outBitDepth / 8).
/// Size of a single sample in the output array, in bits.
/// The total number of samples to process.
static void ConvertBitDepth(const byte* input, uint32 inBitDepth, byte* output, uint32 outBitDepth, uint32 numSamples);
///
/// Converts a set of audio samples of a certain bit depth to a set of floating point samples in range [-1, 1].
///
/// A set of input samples. Total size of the buffer should be (numSamples * inBitDepth / 8). All input samples should be signed integers.
/// The size of a single sample in the input array, in bits.
/// The pre-allocated buffer to store the output samples in. Total size of the buffer should be numSamples * sizeof(float).
/// The total number of samples to process.
static void ConvertToFloat(const byte* input, uint32 inBitDepth, float* output, uint32 numSamples);
///
/// Converts a set of audio samples of floating point samples in range [-1, 1] to a 32-bit depth PCM data.
///
/// A set of input samples. Total size of the buffer should be (numSamples * sizeof(float)). All input samples should be in range [-1, 1].
/// The pre-allocated buffer to store the output samples in. Total size of the buffer should be numSamples * sizeof(float).
/// The total number of samples to process.
static void ConvertFromFloat(const float* input, int32* output, uint32 numSamples);
///
/// Converts a 24-bit signed integer into a 32-bit signed integer.
///
/// The 24-bit signed integer as an array of 3 bytes.
/// The 32-bit signed integer.
FORCE_INLINE static int32 Convert24To32Bits(const byte* input)
{
return (input[2] << 24) | (input[1] << 16) | (input[0] << 8);
}
};
#endif