godot/core/math/audio_frame.h

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/**************************************************************************/
/* audio_frame.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef AUDIO_FRAME_H
#define AUDIO_FRAME_H
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#include "core/math/vector2.h"
#include "core/typedefs.h"
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static inline float undenormalize(volatile float f) {
union {
uint32_t i;
float f;
} v;
v.f = f;
// original: return (v.i & 0x7f800000) == 0 ? 0.0f : f;
// version from Tim Blechmann:
return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
}
static const float AUDIO_PEAK_OFFSET = 0.0000000001f;
static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear_to_db(AUDIO_PEAK_OFFSET)
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struct AudioFrame {
// Left and right samples.
union {
struct {
float left;
float right;
};
#ifndef DISABLE_DEPRECATED
struct {
float l;
float r;
};
#endif
float levels[2] = { 0.0 };
};
_ALWAYS_INLINE_ const float &operator[](int p_idx) const {
DEV_ASSERT((unsigned int)p_idx < 2);
return levels[p_idx];
}
_ALWAYS_INLINE_ float &operator[](int p_idx) {
DEV_ASSERT((unsigned int)p_idx < 2);
return levels[p_idx];
}
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_ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame &p_frame) const { return AudioFrame(left + p_frame.left, right + p_frame.right); }
_ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame &p_frame) const { return AudioFrame(left - p_frame.left, right - p_frame.right); }
_ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame &p_frame) const { return AudioFrame(left * p_frame.left, right * p_frame.right); }
_ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame &p_frame) const { return AudioFrame(left / p_frame.left, right / p_frame.right); }
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_ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(left + p_sample, right + p_sample); }
_ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(left - p_sample, right - p_sample); }
_ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(left * p_sample, right * p_sample); }
_ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(left / p_sample, right / p_sample); }
_ALWAYS_INLINE_ void operator+=(const AudioFrame &p_frame) {
left += p_frame.left;
right += p_frame.right;
}
_ALWAYS_INLINE_ void operator-=(const AudioFrame &p_frame) {
left -= p_frame.left;
right -= p_frame.right;
}
_ALWAYS_INLINE_ void operator*=(const AudioFrame &p_frame) {
left *= p_frame.left;
right *= p_frame.right;
}
_ALWAYS_INLINE_ void operator/=(const AudioFrame &p_frame) {
left /= p_frame.left;
right /= p_frame.right;
}
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_ALWAYS_INLINE_ void operator+=(float p_sample) {
left += p_sample;
right += p_sample;
}
_ALWAYS_INLINE_ void operator-=(float p_sample) {
left -= p_sample;
right -= p_sample;
}
_ALWAYS_INLINE_ void operator*=(float p_sample) {
left *= p_sample;
right *= p_sample;
}
_ALWAYS_INLINE_ void operator/=(float p_sample) {
left /= p_sample;
right /= p_sample;
}
_ALWAYS_INLINE_ void undenormalize() {
left = ::undenormalize(left);
right = ::undenormalize(right);
}
_FORCE_INLINE_ AudioFrame lerp(const AudioFrame &p_b, float p_t) const {
AudioFrame res = *this;
res.left += (p_t * (p_b.left - left));
res.right += (p_t * (p_b.right - right));
return res;
}
_ALWAYS_INLINE_ AudioFrame(float p_left, float p_right) {
left = p_left;
right = p_right;
}
_ALWAYS_INLINE_ AudioFrame(const AudioFrame &p_frame) {
left = p_frame.left;
right = p_frame.right;
}
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_ALWAYS_INLINE_ void operator=(const AudioFrame &p_frame) {
left = p_frame.left;
right = p_frame.right;
}
_ALWAYS_INLINE_ operator Vector2() const {
return Vector2(left, right);
}
_ALWAYS_INLINE_ AudioFrame(const Vector2 &p_v2) {
left = p_v2.x;
right = p_v2.y;
}
_ALWAYS_INLINE_ AudioFrame() {}
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};
_ALWAYS_INLINE_ AudioFrame operator*(float p_scalar, const AudioFrame &p_frame) {
return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
}
_ALWAYS_INLINE_ AudioFrame operator*(int32_t p_scalar, const AudioFrame &p_frame) {
return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
}
_ALWAYS_INLINE_ AudioFrame operator*(int64_t p_scalar, const AudioFrame &p_frame) {
return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
}
#endif // AUDIO_FRAME_H