2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* reverb_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2019-01-01 11:53:14 +00:00
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef REVERB_SW_H
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#define REVERB_SW_H
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2018-09-11 16:13:45 +00:00
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#include "core/os/memory.h"
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#include "core/typedefs.h"
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2014-02-10 01:10:30 +00:00
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2018-10-01 14:46:50 +00:00
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struct ReverbParamsSW;
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2014-02-10 01:10:30 +00:00
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class ReverbSW {
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public:
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enum ReverbMode {
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REVERB_MODE_ROOM,
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REVERB_MODE_STUDIO_SMALL,
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REVERB_MODE_STUDIO_MEDIUM,
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REVERB_MODE_STUDIO_LARGE,
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REVERB_MODE_HALL,
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REVERB_MODE_SPACE_ECHO,
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REVERB_MODE_ECHO,
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REVERB_MODE_DELAY,
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REVERB_MODE_HALF_ECHO
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};
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private:
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struct State {
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int lwl;
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int lwr;
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int rwl;
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int rwr;
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unsigned int Offset;
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2017-03-05 15:44:50 +00:00
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void reset() {
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lwl = 0;
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lwr = 0;
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rwl = 0;
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rwr = 0;
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Offset = 0;
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}
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2014-02-10 01:10:30 +00:00
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State() { reset(); }
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} state;
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ReverbParamsSW *current_params;
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int *reverb_buffer;
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unsigned int reverb_buffer_size;
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ReverbMode mode;
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int mix_rate;
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void adjust_current_params();
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public:
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void set_mode(ReverbMode p_mode);
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2017-03-05 15:44:50 +00:00
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bool process(int *p_input, int *p_output, int p_frames, int p_stereo_stride = 1); // return tru if audio was created
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2014-02-10 01:10:30 +00:00
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void set_mix_rate(int p_mix_rate);
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ReverbSW();
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~ReverbSW();
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};
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#endif
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