audio_effect.h 2.7 KB

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  1. /*************************************************************************/
  2. /* audio_effect.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 AUDIOEFFECT_H
  31. #define AUDIOEFFECT_H
  32. #include "core/math/audio_frame.h"
  33. #include "core/resource.h"
  34. class AudioEffectInstance : public Reference {
  35. GDCLASS(AudioEffectInstance, Reference);
  36. public:
  37. virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) = 0;
  38. virtual bool process_silence() const { return false; }
  39. };
  40. class AudioEffect : public Resource {
  41. GDCLASS(AudioEffect, Resource);
  42. public:
  43. virtual Ref<AudioEffectInstance> instance() = 0;
  44. AudioEffect();
  45. };
  46. #endif // AUDIOEFFECT_H