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- /*************************************************************************/
- /* audio_effect_chorus.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef AUDIOEFFECTCHORUS_H
- #define AUDIOEFFECTCHORUS_H
- #include "servers/audio/audio_effect.h"
- class AudioEffectChorus;
- class AudioEffectChorusInstance : public AudioEffectInstance {
- GDCLASS(AudioEffectChorusInstance, AudioEffectInstance);
- friend class AudioEffectChorus;
- Ref<AudioEffectChorus> base;
- Vector<AudioFrame> audio_buffer;
- unsigned int buffer_pos;
- unsigned int buffer_mask;
- AudioFrame filter_h[4];
- uint64_t cycles[4];
- void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
- public:
- virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
- };
- class AudioEffectChorus : public AudioEffect {
- GDCLASS(AudioEffectChorus, AudioEffect);
- friend class AudioEffectChorusInstance;
- public:
- enum {
- MAX_DELAY_MS = 50,
- MAX_DEPTH_MS = 20,
- MAX_WIDTH_MS = 50,
- MAX_VOICES = 4,
- CYCLES_FRAC = 16,
- CYCLES_MASK = (1 << CYCLES_FRAC) - 1,
- MAX_CHANNELS = 4,
- MS_CUTOFF_MAX = 16000
- };
- private:
- struct Voice {
- float delay;
- float rate;
- float depth;
- float level;
- float cutoff;
- float pan;
- Voice() {
- delay = 12.0;
- rate = 1;
- depth = 0;
- level = 0;
- cutoff = MS_CUTOFF_MAX;
- pan = 0;
- }
- } voice[MAX_VOICES];
- int voice_count;
- float wet;
- float dry;
- protected:
- void _validate_property(PropertyInfo &property) const;
- static void _bind_methods();
- public:
- void set_voice_count(int p_voices);
- int get_voice_count() const;
- void set_voice_delay_ms(int p_voice, float p_delay_ms);
- float get_voice_delay_ms(int p_voice) const;
- void set_voice_rate_hz(int p_voice, float p_rate_hz);
- float get_voice_rate_hz(int p_voice) const;
- void set_voice_depth_ms(int p_voice, float p_depth_ms);
- float get_voice_depth_ms(int p_voice) const;
- void set_voice_level_db(int p_voice, float p_level_db);
- float get_voice_level_db(int p_voice) const;
- void set_voice_cutoff_hz(int p_voice, float p_cutoff_hz);
- float get_voice_cutoff_hz(int p_voice) const;
- void set_voice_pan(int p_voice, float p_pan);
- float get_voice_pan(int p_voice) const;
- void set_wet(float amount);
- float get_wet() const;
- void set_dry(float amount);
- float get_dry() const;
- Ref<AudioEffectInstance> instance();
- AudioEffectChorus();
- };
- #endif // AUDIOEFFECTCHORUS_H
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