godot/servers/audio/effects/audio_effect_reverb.h

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#ifndef AUDIOEFFECTREVERB_H
#define AUDIOEFFECTREVERB_H
#include "servers/audio/audio_effect.h"
#include "servers/audio/effects/reverb.h"
class AudioEffectReverb;
class AudioEffectReverbInstance : public AudioEffectInstance {
GDCLASS(AudioEffectReverbInstance,AudioEffectInstance)
Ref<AudioEffectReverb> base;
float tmp_src[Reverb::INPUT_BUFFER_MAX_SIZE];
float tmp_dst[Reverb::INPUT_BUFFER_MAX_SIZE];
friend class AudioEffectReverb;
Reverb reverb[2];
public:
virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count);
AudioEffectReverbInstance();
};
class AudioEffectReverb : public AudioEffect {
GDCLASS(AudioEffectReverb,AudioEffect)
friend class AudioEffectReverbInstance;
float predelay;
float predelay_fb;
float hpf;
float room_size;
float damping;
float spread;
float dry;
float wet;
protected:
static void _bind_methods();
public:
void set_predelay_msec(float p_msec);
void set_predelay_feedback(float p_feedback);
void set_room_size(float p_size);
void set_damping(float p_damping);
void set_spread(float p_spread);
void set_dry(float p_dry);
void set_wet(float p_wet);
void set_hpf(float p_hpf);
float get_predelay_msec() const;
float get_predelay_feedback() const;
float get_room_size() const;
float get_damping() const;
float get_spread() const;
float get_dry() const;
float get_wet() const;
float get_hpf() const;
Ref<AudioEffectInstance> instance();
void set_volume_db(float p_volume);
float get_volume_db() const;
AudioEffectReverb();
};
#endif // AUDIOEFFECTREVERB_H