2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* audio_effect_eq.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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2019-01-01 11:53:14 +00:00
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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2017-01-21 22:00:25 +00:00
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#ifndef AUDIOEFFECTEQ_H
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#define AUDIOEFFECTEQ_H
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#include "servers/audio/audio_effect.h"
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#include "servers/audio/effects/eq.h"
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class AudioEffectEQ;
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class AudioEffectEQInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectEQInstance, AudioEffectInstance);
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friend class AudioEffectEQ;
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Ref<AudioEffectEQ> base;
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Vector<EQ::BandProcess> bands[2];
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Vector<float> gains;
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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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};
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class AudioEffectEQ : public AudioEffect {
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GDCLASS(AudioEffectEQ, AudioEffect);
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friend class AudioEffectEQInstance;
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EQ eq;
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Vector<float> gain;
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Map<StringName, int> prop_band_map;
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Vector<String> band_names;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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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_band_gain_db(int p_band, float p_volume);
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float get_band_gain_db(int p_band) const;
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int get_band_count() const;
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AudioEffectEQ(EQ::Preset p_preset = EQ::PRESET_6_BANDS);
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};
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class AudioEffectEQ6 : public AudioEffectEQ {
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GDCLASS(AudioEffectEQ6, AudioEffectEQ);
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public:
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AudioEffectEQ6() :
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AudioEffectEQ(EQ::PRESET_6_BANDS) {}
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};
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class AudioEffectEQ10 : public AudioEffectEQ {
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GDCLASS(AudioEffectEQ10, AudioEffectEQ);
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public:
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AudioEffectEQ10() :
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AudioEffectEQ(EQ::PRESET_10_BANDS) {}
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};
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class AudioEffectEQ21 : public AudioEffectEQ {
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GDCLASS(AudioEffectEQ21, AudioEffectEQ);
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public:
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AudioEffectEQ21() :
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AudioEffectEQ(EQ::PRESET_21_BANDS) {}
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};
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#endif // AUDIOEFFECTEQ_H
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