godot/servers/audio/effects/audio_effect_amplify.cpp

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#include "audio_effect_amplify.h"
void AudioEffectAmplifyInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {
//multiply volume interpolating to avoid clicks if this changes
float volume_db = base->volume_db;
float vol = Math::db2linear(mix_volume_db);
float vol_inc = (Math::db2linear(volume_db) - vol)/float(p_frame_count);
for(int i=0;i<p_frame_count;i++) {
p_dst_frames[i]=p_src_frames[i]*vol;
vol+=vol_inc;
}
//set volume for next mix
mix_volume_db = volume_db;
}
Ref<AudioEffectInstance> AudioEffectAmplify::instance() {
Ref<AudioEffectAmplifyInstance> ins;
ins.instance();
ins->base=Ref<AudioEffectAmplify>(this);
ins->mix_volume_db=volume_db;
return ins;
}
void AudioEffectAmplify::set_volume_db(float p_volume) {
volume_db=p_volume;
}
float AudioEffectAmplify::get_volume_db() const {
return volume_db;
}
void AudioEffectAmplify::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_volume_db","volume"),&AudioEffectAmplify::set_volume_db);
ClassDB::bind_method(D_METHOD("get_volume_db"),&AudioEffectAmplify::get_volume_db);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"volume_db",PROPERTY_HINT_RANGE,"-80,24,0.01"),"set_volume_db","get_volume_db");
}
AudioEffectAmplify::AudioEffectAmplify()
{
volume_db=0;
}