2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* audio_effect_stereo_enhance.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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2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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2018-01-01 13:40:08 +00:00
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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2017-03-05 14:47:28 +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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2017-01-22 02:14:30 +00:00
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#ifndef AUDIOEFFECTSTEREOENHANCE_H
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#define AUDIOEFFECTSTEREOENHANCE_H
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#include "servers/audio/audio_effect.h"
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class AudioEffectStereoEnhance;
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class AudioEffectStereoEnhanceInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectStereoEnhanceInstance, AudioEffectInstance)
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friend class AudioEffectStereoEnhance;
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Ref<AudioEffectStereoEnhance> base;
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enum {
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MAX_DELAY_MS = 50
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};
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float *delay_ringbuff;
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unsigned int ringbuff_pos;
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unsigned int ringbuff_mask;
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public:
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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~AudioEffectStereoEnhanceInstance();
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};
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class AudioEffectStereoEnhance : public AudioEffect {
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GDCLASS(AudioEffectStereoEnhance, AudioEffect)
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friend class AudioEffectStereoEnhanceInstance;
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float volume_db;
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float pan_pullout;
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float time_pullout;
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float surround;
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protected:
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static void _bind_methods();
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public:
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Ref<AudioEffectInstance> instance();
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void set_pan_pullout(float p_amount);
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float get_pan_pullout() const;
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void set_time_pullout(float p_amount);
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float get_time_pullout() const;
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void set_surround(float p_amount);
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float get_surround() const;
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AudioEffectStereoEnhance();
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};
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#endif // AUDIOEFFECTSTEREOENHANCE_H
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