audio_effect_stereo_enhance.cpp 5.7 KB

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  1. /*************************************************************************/
  2. /* audio_effect_stereo_enhance.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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. #include "audio_effect_stereo_enhance.h"
  31. #include "servers/audio_server.h"
  32. void AudioEffectStereoEnhanceInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
  33. float intensity = base->pan_pullout;
  34. bool surround_mode = base->surround > 0;
  35. float surround_amount = base->surround;
  36. unsigned int delay_frames = (base->time_pullout / 1000.0) * AudioServer::get_singleton()->get_mix_rate();
  37. for (int i = 0; i < p_frame_count; i++) {
  38. float l = p_src_frames[i].l;
  39. float r = p_src_frames[i].r;
  40. float center = (l + r) / 2.0f;
  41. l = (center + (l - center) * intensity);
  42. r = (center + (r - center) * intensity);
  43. if (surround_mode) {
  44. float val = (l + r) / 2.0;
  45. delay_ringbuff[ringbuff_pos & ringbuff_mask] = val;
  46. float out = delay_ringbuff[(ringbuff_pos - delay_frames) & ringbuff_mask] * surround_amount;
  47. l += out;
  48. r += -out;
  49. } else {
  50. float val = r;
  51. delay_ringbuff[ringbuff_pos & ringbuff_mask] = val;
  52. //r is delayed
  53. r = delay_ringbuff[(ringbuff_pos - delay_frames) & ringbuff_mask];
  54. ;
  55. }
  56. p_dst_frames[i].l = l;
  57. p_dst_frames[i].r = r;
  58. ringbuff_pos++;
  59. }
  60. }
  61. AudioEffectStereoEnhanceInstance::~AudioEffectStereoEnhanceInstance() {
  62. memdelete_arr(delay_ringbuff);
  63. }
  64. Ref<AudioEffectInstance> AudioEffectStereoEnhance::instance() {
  65. Ref<AudioEffectStereoEnhanceInstance> ins;
  66. ins.instance();
  67. ins->base = Ref<AudioEffectStereoEnhance>(this);
  68. float ring_buffer_max_size = AudioEffectStereoEnhanceInstance::MAX_DELAY_MS + 2;
  69. ring_buffer_max_size /= 1000.0; //convert to seconds
  70. ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
  71. int ringbuff_size = (int)ring_buffer_max_size;
  72. int bits = 0;
  73. while (ringbuff_size > 0) {
  74. bits++;
  75. ringbuff_size /= 2;
  76. }
  77. ringbuff_size = 1 << bits;
  78. ins->ringbuff_mask = ringbuff_size - 1;
  79. ins->ringbuff_pos = 0;
  80. ins->delay_ringbuff = memnew_arr(float, ringbuff_size);
  81. return ins;
  82. }
  83. void AudioEffectStereoEnhance::set_pan_pullout(float p_amount) {
  84. pan_pullout = p_amount;
  85. }
  86. float AudioEffectStereoEnhance::get_pan_pullout() const {
  87. return pan_pullout;
  88. }
  89. void AudioEffectStereoEnhance::set_time_pullout(float p_amount) {
  90. time_pullout = p_amount;
  91. }
  92. float AudioEffectStereoEnhance::get_time_pullout() const {
  93. return time_pullout;
  94. }
  95. void AudioEffectStereoEnhance::set_surround(float p_amount) {
  96. surround = p_amount;
  97. }
  98. float AudioEffectStereoEnhance::get_surround() const {
  99. return surround;
  100. }
  101. void AudioEffectStereoEnhance::_bind_methods() {
  102. ClassDB::bind_method(D_METHOD("set_pan_pullout", "amount"), &AudioEffectStereoEnhance::set_pan_pullout);
  103. ClassDB::bind_method(D_METHOD("get_pan_pullout"), &AudioEffectStereoEnhance::get_pan_pullout);
  104. ClassDB::bind_method(D_METHOD("set_time_pullout", "amount"), &AudioEffectStereoEnhance::set_time_pullout);
  105. ClassDB::bind_method(D_METHOD("get_time_pullout"), &AudioEffectStereoEnhance::get_time_pullout);
  106. ClassDB::bind_method(D_METHOD("set_surround", "amount"), &AudioEffectStereoEnhance::set_surround);
  107. ClassDB::bind_method(D_METHOD("get_surround"), &AudioEffectStereoEnhance::get_surround);
  108. ADD_PROPERTY(PropertyInfo(Variant::REAL, "pan_pullout", PROPERTY_HINT_RANGE, "0,4,0.01"), "set_pan_pullout", "get_pan_pullout");
  109. ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_pullout_ms", PROPERTY_HINT_RANGE, "0,50,0.01"), "set_time_pullout", "get_time_pullout");
  110. ADD_PROPERTY(PropertyInfo(Variant::REAL, "surround", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_surround", "get_surround");
  111. }
  112. AudioEffectStereoEnhance::AudioEffectStereoEnhance() {
  113. pan_pullout = 1;
  114. time_pullout = 0;
  115. surround = 0;
  116. }