godot/servers/audio/effects/audio_effect_eq.h

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/*************************************************************************/
/* audio_effect_eq.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_EFFECT_EQ_H
#define AUDIO_EFFECT_EQ_H
#include "servers/audio/audio_effect.h"
#include "servers/audio/effects/eq_filter.h"
class AudioEffectEQ;
class AudioEffectEQInstance : public AudioEffectInstance {
GDCLASS(AudioEffectEQInstance, AudioEffectInstance);
friend class AudioEffectEQ;
Ref<AudioEffectEQ> base;
Vector<EQ::BandProcess> bands[2];
Vector<float> gains;
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
};
class AudioEffectEQ : public AudioEffect {
GDCLASS(AudioEffectEQ, AudioEffect);
friend class AudioEffectEQInstance;
EQ eq;
Vector<float> gain;
Map<StringName, int> prop_band_map;
Vector<String> band_names;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
Ref<AudioEffectInstance> instance();
void set_band_gain_db(int p_band, float p_volume);
float get_band_gain_db(int p_band) const;
int get_band_count() const;
AudioEffectEQ(EQ::Preset p_preset = EQ::PRESET_6_BANDS);
};
class AudioEffectEQ6 : public AudioEffectEQ {
GDCLASS(AudioEffectEQ6, AudioEffectEQ);
public:
AudioEffectEQ6() :
AudioEffectEQ(EQ::PRESET_6_BANDS) {}
};
class AudioEffectEQ10 : public AudioEffectEQ {
GDCLASS(AudioEffectEQ10, AudioEffectEQ);
public:
AudioEffectEQ10() :
AudioEffectEQ(EQ::PRESET_10_BANDS) {}
};
class AudioEffectEQ21 : public AudioEffectEQ {
GDCLASS(AudioEffectEQ21, AudioEffectEQ);
public:
AudioEffectEQ21() :
AudioEffectEQ(EQ::PRESET_21_BANDS) {}
};
#endif // AUDIO_EFFECT_EQ_H