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- /**************************************************************************/
- /* audio_effect_eq.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 AUDIO_EFFECT_EQ_H
- #define AUDIO_EFFECT_EQ_H
- #include "servers/audio/audio_effect.h"
- #include "servers/audio/effects/eq_filter.h"
- class AudioEffectEQ;
- class AudioEffectEQInstance : public AudioEffectInstance {
- GDCLASS(AudioEffectEQInstance, AudioEffectInstance);
- friend class AudioEffectEQ;
- Ref<AudioEffectEQ> base;
- Vector<EQ::BandProcess> bands[2];
- Vector<float> gains;
- public:
- virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
- };
- class AudioEffectEQ : public AudioEffect {
- GDCLASS(AudioEffectEQ, AudioEffect);
- friend class AudioEffectEQInstance;
- EQ eq;
- Vector<float> gain;
- HashMap<StringName, int> prop_band_map;
- Vector<String> band_names;
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- static void _bind_methods();
- public:
- Ref<AudioEffectInstance> instantiate() override;
- void set_band_gain_db(int p_band, float p_volume);
- float get_band_gain_db(int p_band) const;
- int get_band_count() const;
- AudioEffectEQ(EQ::Preset p_preset = EQ::PRESET_6_BANDS);
- };
- class AudioEffectEQ6 : public AudioEffectEQ {
- GDCLASS(AudioEffectEQ6, AudioEffectEQ);
- public:
- AudioEffectEQ6() :
- AudioEffectEQ(EQ::PRESET_6_BANDS) {}
- };
- class AudioEffectEQ10 : public AudioEffectEQ {
- GDCLASS(AudioEffectEQ10, AudioEffectEQ);
- public:
- AudioEffectEQ10() :
- AudioEffectEQ(EQ::PRESET_10_BANDS) {}
- };
- class AudioEffectEQ21 : public AudioEffectEQ {
- GDCLASS(AudioEffectEQ21, AudioEffectEQ);
- public:
- AudioEffectEQ21() :
- AudioEffectEQ(EQ::PRESET_21_BANDS) {}
- };
- #endif // AUDIO_EFFECT_EQ_H
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