Files
FlaxEngine/Source/Engine/Tools/AudioTool/AudioTool.h
2023-10-06 16:02:31 +02:00

134 lines
6.1 KiB
C++

// 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"
/// <summary>
/// Audio data importing and processing utilities.
/// </summary>
API_CLASS(Namespace="FlaxEngine.Tools", Static) class FLAXENGINE_API AudioTool
{
DECLARE_SCRIPTING_TYPE_MINIMAL(AudioTool);
#if USE_EDITOR
public:
/// <summary>
/// Declares the imported audio clip bit depth.
/// </summary>
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,
};
/// <summary>
/// Audio import options.
/// </summary>
API_STRUCT(Attributes="HideInEditor") struct FLAXENGINE_API Options : public ISerializable
{
DECLARE_SCRIPTING_TYPE_MINIMAL(Options);
/// <summary>
/// The audio data format to import the audio clip as.
/// </summary>
API_FIELD(Attributes="EditorOrder(10)")
AudioFormat Format = AudioFormat::Vorbis;
/// <summary>
/// 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.
/// </summary>
API_FIELD(Attributes="EditorOrder(20), EditorDisplay(null, \"Compression Quality\"), Limit(0, 1, 0.01f)")
float Quality = 0.4f;
/// <summary>
/// Disables dynamic audio streaming. The whole clip will be loaded into the memory. Useful for small clips (eg. gunfire sounds).
/// </summary>
API_FIELD(Attributes="EditorOrder(30)")
bool DisableStreaming = false;
/// <summary>
/// Checks should the clip be played as spatial (3D) audio or as normal audio. 3D audio is stored in Mono format.
/// </summary>
API_FIELD(Attributes="EditorOrder(40), EditorDisplay(null, \"Is 3D\")")
bool Is3D = false;
/// <summary>
/// The size of a single sample in bits. The clip will be converted to this bit depth on import.
/// </summary>
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:
/// <summary>
/// Converts a set of audio samples using multiple channels into a set of mono samples.
/// </summary>
/// <param name="input">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).</param>
/// <param name="output">The pre-allocated buffer to store the mono samples. Should be of (numSamples * bitDepth / 8) size.</param>
/// <param name="bitDepth">The size of a single sample in bits.</param>
/// <param name="numSamples">The number of samples per a single channel.</param>
/// <param name="numChannels">The number of channels in the input data.</param>
static void ConvertToMono(const byte* input, byte* output, uint32 bitDepth, uint32 numSamples, uint32 numChannels);
/// <summary>
/// Converts a set of audio samples of a certain bit depth to a new bit depth.
/// </summary>
/// <param name="input">A set of input samples. Total size of the buffer should be *numSamples * inBitDepth / 8).</param>
/// <param name="inBitDepth">The size of a single sample in the input array, in bits.</param>
/// <param name="output">The pre-allocated buffer to store the output samples in. Total size of the buffer should be (numSamples * outBitDepth / 8).</param>
/// <param name="outBitDepth">Size of a single sample in the output array, in bits.</param>
/// <param name="numSamples">The total number of samples to process.</param>
static void ConvertBitDepth(const byte* input, uint32 inBitDepth, byte* output, uint32 outBitDepth, uint32 numSamples);
/// <summary>
/// Converts a set of audio samples of a certain bit depth to a set of floating point samples in range [-1, 1].
/// </summary>
/// <param name="input">A set of input samples. Total size of the buffer should be (numSamples * inBitDepth / 8). All input samples should be signed integers.</param>
/// <param name="inBitDepth">The size of a single sample in the input array, in bits.</param>
/// <param name="output">The pre-allocated buffer to store the output samples in. Total size of the buffer should be numSamples * sizeof(float).</param>
/// <param name="numSamples">The total number of samples to process.</param>
static void ConvertToFloat(const byte* input, uint32 inBitDepth, float* output, uint32 numSamples);
/// <summary>
/// Converts a set of audio samples of floating point samples in range [-1, 1] to a 32-bit depth PCM data.
/// </summary>
/// <param name="input">A set of input samples. Total size of the buffer should be (numSamples * sizeof(float)). All input samples should be in range [-1, 1].</param>
/// <param name="output">The pre-allocated buffer to store the output samples in. Total size of the buffer should be numSamples * sizeof(float).</param>
/// <param name="numSamples">The total number of samples to process.</param>
static void ConvertFromFloat(const float* input, int32* output, uint32 numSamples);
/// <summary>
/// Converts a 24-bit signed integer into a 32-bit signed integer.
/// </summary>
/// <param name="input">The 24-bit signed integer as an array of 3 bytes.</param>
/// <returns>The 32-bit signed integer.</returns>
FORCE_INLINE static int32 Convert24To32Bits(const byte* input)
{
return (input[2] << 24) | (input[1] << 16) | (input[0] << 8);
}
};
#endif