godot/servers/audio/effects/audio_effect_stereo_enhance...

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#include "audio_effect_stereo_enhance.h"
#include "servers/audio_server.h"
void AudioEffectStereoEnhanceInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {
float intensity=base->pan_pullout;
bool surround_mode=base->surround>0;
float surround_amount=base->surround;
unsigned int delay_frames=(base->time_pullout/1000.0)*AudioServer::get_singleton()->get_mix_rate();
for (int i=0;i<p_frame_count;i++) {
float l=p_src_frames[i].l;
float r=p_src_frames[i].r;
float center=(l+r)/2.0f;
l=( center+(l-center)*intensity );
r=( center+(r-center)*intensity );
if (surround_mode) {
float val=(l+r)/2.0;
delay_ringbuff[ringbuff_pos&ringbuff_mask]=val;
float out=delay_ringbuff[(ringbuff_pos-delay_frames)&ringbuff_mask]*surround_amount;
l+=out;
r+=-out;
} else {
float val=r;
delay_ringbuff[ringbuff_pos&ringbuff_mask]=val;
//r is delayed
r=delay_ringbuff[(ringbuff_pos-delay_frames)&ringbuff_mask];;
}
p_dst_frames[i].l=l;
p_dst_frames[i].r=r;
ringbuff_pos++;
}
}
AudioEffectStereoEnhanceInstance::~AudioEffectStereoEnhanceInstance() {
memdelete_arr(delay_ringbuff);
}
Ref<AudioEffectInstance> AudioEffectStereoEnhance::instance() {
Ref<AudioEffectStereoEnhanceInstance> ins;
ins.instance();
ins->base=Ref<AudioEffectStereoEnhance>(this);
float ring_buffer_max_size=AudioEffectStereoEnhanceInstance::MAX_DELAY_MS+2;
ring_buffer_max_size/=1000.0;//convert to seconds
ring_buffer_max_size*=AudioServer::get_singleton()->get_mix_rate();
int ringbuff_size=(int)ring_buffer_max_size;
int bits=0;
while(ringbuff_size>0) {
bits++;
ringbuff_size/=2;
}
ringbuff_size=1<<bits;
ins->ringbuff_mask=ringbuff_size-1;
ins->ringbuff_pos=0;
ins->delay_ringbuff = memnew_arr(float,ringbuff_size );
return ins;
}
void AudioEffectStereoEnhance::set_pan_pullout(float p_amount) {
pan_pullout=p_amount;
}
float AudioEffectStereoEnhance::get_pan_pullout() const {
return pan_pullout;
}
void AudioEffectStereoEnhance::set_time_pullout(float p_amount) {
time_pullout=p_amount;
}
float AudioEffectStereoEnhance::get_time_pullout() const {
return time_pullout;
}
void AudioEffectStereoEnhance::set_surround(float p_amount) {
surround=p_amount;
}
float AudioEffectStereoEnhance::get_surround() const {
return surround;
}
void AudioEffectStereoEnhance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_pan_pullout","amount"),&AudioEffectStereoEnhance::set_pan_pullout);
ClassDB::bind_method(D_METHOD("get_pan_pullout"),&AudioEffectStereoEnhance::get_pan_pullout);
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ClassDB::bind_method(D_METHOD("set_time_pullout","amount"),&AudioEffectStereoEnhance::set_time_pullout);
ClassDB::bind_method(D_METHOD("get_time_pullout"),&AudioEffectStereoEnhance::get_time_pullout);
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ClassDB::bind_method(D_METHOD("set_surround","amount"),&AudioEffectStereoEnhance::set_surround);
ClassDB::bind_method(D_METHOD("get_surround"),&AudioEffectStereoEnhance::get_surround);
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"pan_pullout",PROPERTY_HINT_RANGE,"0,4,0.01"),"set_pan_pullout","get_pan_pullout");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"time_pullout_ms",PROPERTY_HINT_RANGE,"0,50,0.01"),"set_time_pullout","get_time_pullout");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"surround",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_surround","get_surround");
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}
AudioEffectStereoEnhance::AudioEffectStereoEnhance()
{
pan_pullout=1;
time_pullout=0;
surround=0;
}