Add encode/decode opus bindings
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# Godot 4+ specific ignores
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.godot/
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export
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addons/**/~*.dll
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.sconsign.dblite
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*.obj
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#!/usr/bin/env python
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from glob import glob
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from pathlib import Path
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from SCons.Script import MSVSProject
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env = SConscript("godot-cpp/SConstruct")
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# Sources
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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# Opus (Windows x64)
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env.Append(CPPPATH=['#3rdparty/opus/include'])
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env.Append(LIBPATH=['#3rdparty/opus/lib'])
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env.Append(LIBS=['opus'])
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(extension_path,) = glob("export/addons/*/*.gdextension")
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addon_path = Path(extension_path).parent
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project_name = Path(extension_path).stem
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debug_or_release = "release" if env["target"] == "template_release" else "debug"
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if env["platform"] == "macos":
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library = env.SharedLibrary(
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"{0}/lib/lib{1}.{2}.{3}.framework/{1}.{2}.{3}".format(
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addon_path,
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project_name,
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env["platform"],
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debug_or_release,
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),
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source=sources,
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)
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else:
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library = env.SharedLibrary(
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"{}/lib/lib{}.{}.{}.{}{}".format(
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addon_path,
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project_name,
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env["platform"],
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debug_or_release,
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env["arch"],
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env["SHLIBSUFFIX"],
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),
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source=sources,
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)
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Default(library)
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#include "GodotOpus.h"
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace godot {
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Opus *Opus::singleton = nullptr;
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constexpr auto sampleFrames = 480;
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void Opus::_bind_methods()
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{
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ClassDB::bind_method(D_METHOD("encode"), &Opus::encode);
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ClassDB::bind_method(D_METHOD("decode"), &Opus::decode);
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}
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Opus *Opus::get_singleton()
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{
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return singleton;
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}
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Opus::Opus()
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{
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ERR_FAIL_COND(singleton != nullptr);
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singleton = this;
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int err{};
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m_encoder = opus_encoder_create(48000, 1, OPUS_APPLICATION_VOIP, &err);
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ERR_FAIL_COND(err != OPUS_OK);
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ERR_FAIL_COND(m_encoder == nullptr);
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m_decoder = opus_decoder_create(48000, 1, &err);
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ERR_FAIL_COND(err != OPUS_OK);
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ERR_FAIL_COND(m_decoder == nullptr);
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err = opus_encoder_ctl(m_encoder, OPUS_SET_BANDWIDTH(OPUS_BANDWIDTH_SUPERWIDEBAND));
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ERR_FAIL_COND(err < 0);
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err = opus_encoder_ctl(m_encoder, OPUS_SET_BITRATE(24000));
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ERR_FAIL_COND(err < 0);
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}
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Opus::~Opus()
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{
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ERR_FAIL_COND(singleton != this);
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opus_encoder_destroy(m_encoder);
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opus_decoder_destroy(m_decoder);
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singleton = nullptr;
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}
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PackedFloat32Array Opus::encode(PackedVector2Array input)
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{
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if (input.size() < sampleFrames) {
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return {};
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}
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std::vector<float> data(sampleFrames);
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for (size_t i = 0; i < sampleFrames; i++) {
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data[i] = input[i].x;
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}
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std::vector<unsigned char> output(sampleFrames * 2);
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const auto r = opus_encode_float(m_encoder, data.data(), sampleFrames, output.data(), output.size());
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if (r == -1) {
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return {};
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}
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auto outputArray = PackedFloat32Array{};
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outputArray.resize(r);
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for (size_t i = 0; i < r; i++) {
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outputArray[i] = output[i];
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}
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return outputArray;
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}
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PackedVector2Array Opus::decode(PackedFloat32Array input)
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{
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std::vector<unsigned char> inputData(sampleFrames*2);
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for (size_t i = 0; i < input.size(); i++) {
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inputData[i] = input[i];
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}
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std::vector<float> output(sampleFrames*2);
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const auto r = opus_decode_float(m_decoder, inputData.data(), input.size(), output.data(), sampleFrames, 0);
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if (r != sampleFrames) {
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return {};
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}
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auto packedOutput = PackedVector2Array{};
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packedOutput.resize(r);
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for (size_t i = 0; i < r; i++) {
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packedOutput[i] = Vector2{output[i], output[i]};
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}
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return packedOutput;
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}
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}
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#pragma once
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#include <godot_cpp/classes/object.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/variant/typed_array.hpp>
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#include "opus.h"
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using namespace godot;
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namespace godot {
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class Opus : public Object
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{
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GDCLASS(Opus, Object);
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static Opus *singleton;
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protected:
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static void _bind_methods();
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public:
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static Opus *get_singleton();
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Opus();
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~Opus();
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PackedFloat32Array encode(PackedVector2Array input);
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PackedVector2Array decode(PackedFloat32Array input);
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private:
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OpusEncoder* m_encoder;
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OpusDecoder* m_decoder;
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};
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}
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#include "register_types.h"
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#include <gdextension_interface.h>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/godot.hpp>
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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#include "GodotOpus.h"
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using namespace godot;
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static Opus* _godot_opus_singleton;
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void gdextension_initialize(ModuleInitializationLevel p_level)
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{
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if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE)
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{
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ClassDB::register_class<Opus>();
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_godot_opus_singleton = memnew(Opus);
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Engine::get_singleton()->register_singleton("Opus", Opus::get_singleton());
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}
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}
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void gdextension_terminate(ModuleInitializationLevel p_level)
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{
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if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE)
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{
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Engine::get_singleton()->unregister_singleton("Opus");
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memdelete(_godot_opus_singleton);
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}
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}
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extern "C"
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{
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GDExtensionBool GDE_EXPORT gdextension_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization)
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{
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(gdextension_initialize);
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init_obj.register_terminator(gdextension_terminate);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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return init_obj.init();
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}
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}
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#pragma once
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#include <godot_cpp/core/class_db.hpp>
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using namespace godot;
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void gdextension_initialize(ModuleInitializationLevel p_level);
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void gdextension_terminate(ModuleInitializationLevel p_level);
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