2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* audio_effect_chorus.cpp */
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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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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 14:19:56 +00:00
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#include "audio_effect_chorus.h"
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2018-09-11 16:13:45 +00:00
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#include "core/math/math_funcs.h"
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2017-01-22 14:19:56 +00:00
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#include "servers/audio_server.h"
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void AudioEffectChorusInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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int todo = p_frame_count;
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while (todo) {
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int to_mix = MIN(todo, 256); //can't mix too much
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_process_chunk(p_src_frames, p_dst_frames, to_mix);
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p_src_frames += to_mix;
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p_dst_frames += to_mix;
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todo -= to_mix;
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}
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}
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void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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//fill ringbuffer
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for (int i = 0; i < p_frame_count; i++) {
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2018-07-25 01:11:03 +00:00
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audio_buffer.write[(buffer_pos + i) & buffer_mask] = p_src_frames[i];
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2017-01-22 14:19:56 +00:00
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p_dst_frames[i] = p_src_frames[i] * base->dry;
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}
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float mix_rate = AudioServer::get_singleton()->get_mix_rate();
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/* process voices */
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for (int vc = 0; vc < base->voice_count; vc++) {
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AudioEffectChorus::Voice &v = base->voice[vc];
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double time_to_mix = (float)p_frame_count / mix_rate;
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double cycles_to_mix = time_to_mix * v.rate;
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unsigned int local_rb_pos = buffer_pos;
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AudioFrame *dst_buff = p_dst_frames;
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2017-11-25 03:07:54 +00:00
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AudioFrame *rb_buff = audio_buffer.ptrw();
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2017-01-22 14:19:56 +00:00
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double delay_msec = v.delay;
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unsigned int delay_frames = Math::fast_ftoi((delay_msec / 1000.0) * mix_rate);
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float max_depth_frames = (v.depth / 1000.0) * mix_rate;
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uint64_t local_cycles = cycles[vc];
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uint64_t increment = llrint(cycles_to_mix / (double)p_frame_count * (double)(1 << AudioEffectChorus::CYCLES_FRAC));
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2017-03-24 20:45:31 +00:00
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//check the LFO doesn't read ahead of the write pos
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2017-08-31 21:30:35 +00:00
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if ((((unsigned int)max_depth_frames) + 10) > delay_frames) { //10 as some threshold to avoid precision stuff
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2017-01-22 14:19:56 +00:00
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delay_frames += (int)max_depth_frames - delay_frames;
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delay_frames += 10; //threshold to avoid precision stuff
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}
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//low pass filter
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2020-05-14 14:41:43 +00:00
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if (v.cutoff == 0) {
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2017-01-22 14:19:56 +00:00
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continue;
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2020-05-14 14:41:43 +00:00
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}
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2020-04-03 09:50:40 +00:00
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float auxlp = expf(-Math_TAU * v.cutoff / mix_rate);
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2017-01-22 14:19:56 +00:00
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float c1 = 1.0 - auxlp;
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float c2 = auxlp;
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AudioFrame h = filter_h[vc];
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if (v.cutoff >= AudioEffectChorus::MS_CUTOFF_MAX) {
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c1 = 1.0;
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c2 = 0.0;
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}
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//vol modifier
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2022-08-13 15:45:42 +00:00
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AudioFrame vol_modifier = AudioFrame(base->wet, base->wet) * Math::db_to_linear(v.level);
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2017-01-22 14:19:56 +00:00
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vol_modifier.l *= CLAMP(1.0 - v.pan, 0, 1);
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vol_modifier.r *= CLAMP(1.0 + v.pan, 0, 1);
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for (int i = 0; i < p_frame_count; i++) {
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/** COMPUTE WAVEFORM **/
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float phase = (float)(local_cycles & AudioEffectChorus::CYCLES_MASK) / (float)(1 << AudioEffectChorus::CYCLES_FRAC);
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2020-04-03 09:50:40 +00:00
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float wave_delay = sinf(phase * Math_TAU) * max_depth_frames;
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2017-01-22 14:19:56 +00:00
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int wave_delay_frames = lrint(floor(wave_delay));
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float wave_delay_frac = wave_delay - (float)wave_delay_frames;
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/** COMPUTE RINGBUFFER POS**/
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unsigned int rb_source = local_rb_pos;
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rb_source -= delay_frames;
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rb_source -= wave_delay_frames;
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/** READ FROM RINGBUFFER, LINEARLY INTERPOLATE */
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AudioFrame val = rb_buff[rb_source & buffer_mask];
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AudioFrame val_next = rb_buff[(rb_source - 1) & buffer_mask];
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val += (val_next - val) * wave_delay_frac;
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val = val * c1 + h * c2;
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h = val;
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/** MIX VALUE TO OUTPUT **/
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dst_buff[i] += val * vol_modifier;
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local_cycles += increment;
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local_rb_pos++;
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}
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filter_h[vc] = h;
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cycles[vc] += Math::fast_ftoi(cycles_to_mix * (double)(1 << AudioEffectChorus::CYCLES_FRAC));
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}
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buffer_pos += p_frame_count;
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}
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2021-06-17 22:03:09 +00:00
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Ref<AudioEffectInstance> AudioEffectChorus::instantiate() {
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2017-01-22 14:19:56 +00:00
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Ref<AudioEffectChorusInstance> ins;
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2021-06-17 22:03:09 +00:00
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ins.instantiate();
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2017-01-22 14:19:56 +00:00
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ins->base = Ref<AudioEffectChorus>(this);
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for (int i = 0; i < 4; i++) {
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ins->filter_h[i] = AudioFrame(0, 0);
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ins->cycles[i] = 0;
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}
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float ring_buffer_max_size = AudioEffectChorus::MAX_DELAY_MS + AudioEffectChorus::MAX_DEPTH_MS + AudioEffectChorus::MAX_WIDTH_MS;
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ring_buffer_max_size *= 2; //just to avoid complications
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ring_buffer_max_size /= 1000.0; //convert to seconds
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ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
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int ringbuff_size = ring_buffer_max_size;
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int bits = 0;
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while (ringbuff_size > 0) {
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bits++;
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ringbuff_size /= 2;
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}
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ringbuff_size = 1 << bits;
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ins->buffer_mask = ringbuff_size - 1;
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ins->buffer_pos = 0;
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ins->audio_buffer.resize(ringbuff_size);
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for (int i = 0; i < ringbuff_size; i++) {
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2018-07-25 01:11:03 +00:00
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ins->audio_buffer.write[i] = AudioFrame(0, 0);
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2017-01-22 14:19:56 +00:00
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}
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return ins;
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}
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void AudioEffectChorus::set_voice_count(int p_voices) {
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2017-09-25 13:39:41 +00:00
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ERR_FAIL_COND(p_voices < 1 || p_voices > MAX_VOICES);
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2017-01-22 14:19:56 +00:00
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voice_count = p_voices;
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}
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int AudioEffectChorus::get_voice_count() const {
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return voice_count;
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}
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void AudioEffectChorus::set_voice_delay_ms(int p_voice, float p_delay_ms) {
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ERR_FAIL_INDEX(p_voice, MAX_VOICES);
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voice[p_voice].delay = p_delay_ms;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_voice_delay_ms(int p_voice) const {
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ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
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return voice[p_voice].delay;
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}
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void AudioEffectChorus::set_voice_rate_hz(int p_voice, float p_rate_hz) {
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ERR_FAIL_INDEX(p_voice, MAX_VOICES);
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voice[p_voice].rate = p_rate_hz;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_voice_rate_hz(int p_voice) const {
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ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
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return voice[p_voice].rate;
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}
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void AudioEffectChorus::set_voice_depth_ms(int p_voice, float p_depth_ms) {
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ERR_FAIL_INDEX(p_voice, MAX_VOICES);
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voice[p_voice].depth = p_depth_ms;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_voice_depth_ms(int p_voice) const {
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ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
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return voice[p_voice].depth;
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}
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void AudioEffectChorus::set_voice_level_db(int p_voice, float p_level_db) {
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ERR_FAIL_INDEX(p_voice, MAX_VOICES);
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voice[p_voice].level = p_level_db;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_voice_level_db(int p_voice) const {
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ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
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return voice[p_voice].level;
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}
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void AudioEffectChorus::set_voice_cutoff_hz(int p_voice, float p_cutoff_hz) {
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ERR_FAIL_INDEX(p_voice, MAX_VOICES);
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voice[p_voice].cutoff = p_cutoff_hz;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_voice_cutoff_hz(int p_voice) const {
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ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
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return voice[p_voice].cutoff;
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}
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void AudioEffectChorus::set_voice_pan(int p_voice, float p_pan) {
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ERR_FAIL_INDEX(p_voice, MAX_VOICES);
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voice[p_voice].pan = p_pan;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_voice_pan(int p_voice) const {
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ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
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return voice[p_voice].pan;
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}
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void AudioEffectChorus::set_wet(float amount) {
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wet = amount;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_wet() const {
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return wet;
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}
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void AudioEffectChorus::set_dry(float amount) {
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dry = amount;
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}
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2020-05-14 12:29:06 +00:00
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2017-01-22 14:19:56 +00:00
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float AudioEffectChorus::get_dry() const {
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return dry;
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}
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2022-08-12 20:57:11 +00:00
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void AudioEffectChorus::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name.begins_with("voice/")) {
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int voice_idx = p_property.name.get_slice("/", 1).to_int();
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2017-01-22 14:19:56 +00:00
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if (voice_idx > voice_count) {
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2022-08-12 20:57:11 +00:00
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p_property.usage = PROPERTY_USAGE_NONE;
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2017-01-22 14:19:56 +00:00
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}
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}
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}
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void AudioEffectChorus::_bind_methods() {
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2017-02-13 11:47:24 +00:00
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ClassDB::bind_method(D_METHOD("set_voice_count", "voices"), &AudioEffectChorus::set_voice_count);
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ClassDB::bind_method(D_METHOD("get_voice_count"), &AudioEffectChorus::get_voice_count);
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2017-01-22 14:19:56 +00:00
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2017-02-13 11:47:24 +00:00
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ClassDB::bind_method(D_METHOD("set_voice_delay_ms", "voice_idx", "delay_ms"), &AudioEffectChorus::set_voice_delay_ms);
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ClassDB::bind_method(D_METHOD("get_voice_delay_ms", "voice_idx"), &AudioEffectChorus::get_voice_delay_ms);
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2017-01-22 14:19:56 +00:00
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2017-02-13 11:47:24 +00:00
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ClassDB::bind_method(D_METHOD("set_voice_rate_hz", "voice_idx", "rate_hz"), &AudioEffectChorus::set_voice_rate_hz);
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ClassDB::bind_method(D_METHOD("get_voice_rate_hz", "voice_idx"), &AudioEffectChorus::get_voice_rate_hz);
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2017-01-22 14:19:56 +00:00
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2017-02-13 11:47:24 +00:00
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ClassDB::bind_method(D_METHOD("set_voice_depth_ms", "voice_idx", "depth_ms"), &AudioEffectChorus::set_voice_depth_ms);
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ClassDB::bind_method(D_METHOD("get_voice_depth_ms", "voice_idx"), &AudioEffectChorus::get_voice_depth_ms);
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2017-01-22 14:19:56 +00:00
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2017-02-13 11:47:24 +00:00
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ClassDB::bind_method(D_METHOD("set_voice_level_db", "voice_idx", "level_db"), &AudioEffectChorus::set_voice_level_db);
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ClassDB::bind_method(D_METHOD("get_voice_level_db", "voice_idx"), &AudioEffectChorus::get_voice_level_db);
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2017-01-22 14:19:56 +00:00
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2017-02-13 11:47:24 +00:00
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ClassDB::bind_method(D_METHOD("set_voice_cutoff_hz", "voice_idx", "cutoff_hz"), &AudioEffectChorus::set_voice_cutoff_hz);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_voice_cutoff_hz", "voice_idx"), &AudioEffectChorus::get_voice_cutoff_hz);
|
2017-01-22 14:19:56 +00:00
|
|
|
|
2017-02-13 11:47:24 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_voice_pan", "voice_idx", "pan"), &AudioEffectChorus::set_voice_pan);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_voice_pan", "voice_idx"), &AudioEffectChorus::get_voice_pan);
|
2017-01-22 14:19:56 +00:00
|
|
|
|
2017-02-13 11:47:24 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_wet", "amount"), &AudioEffectChorus::set_wet);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_wet"), &AudioEffectChorus::get_wet);
|
2017-01-22 14:19:56 +00:00
|
|
|
|
2017-02-12 00:11:37 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectChorus::set_dry);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectChorus::get_dry);
|
|
|
|
|
2020-08-28 07:50:09 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "voice_count", PROPERTY_HINT_RANGE, "1,4,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_voice_count", "get_voice_count");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wet", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_wet", "get_wet");
|
|
|
|
|
2022-05-20 05:24:41 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01,suffix:ms"), "set_voice_delay_ms", "get_voice_delay_ms", 0);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1,suffix:Hz"), "set_voice_rate_hz", "get_voice_rate_hz", 0);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01,suffix:ms"), "set_voice_depth_ms", "get_voice_depth_ms", 0);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1,suffix:dB"), "set_voice_level_db", "get_voice_level_db", 0);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1,suffix:Hz"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 0);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 0);
|
|
|
|
|
2022-05-20 05:24:41 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01,suffix:ms"), "set_voice_delay_ms", "get_voice_delay_ms", 1);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1,suffix:Hz"), "set_voice_rate_hz", "get_voice_rate_hz", 1);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01,suffix:ms"), "set_voice_depth_ms", "get_voice_depth_ms", 1);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1,suffix:dB"), "set_voice_level_db", "get_voice_level_db", 1);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1,suffix:Hz"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 1);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 1);
|
|
|
|
|
2022-05-20 05:24:41 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01,suffix:ms"), "set_voice_delay_ms", "get_voice_delay_ms", 2);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1,suffix:Hz"), "set_voice_rate_hz", "get_voice_rate_hz", 2);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01,suffix:ms"), "set_voice_depth_ms", "get_voice_depth_ms", 2);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1,suffix:dB"), "set_voice_level_db", "get_voice_level_db", 2);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1,suffix:Hz"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 2);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 2);
|
|
|
|
|
2022-05-20 05:24:41 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01,suffix:ms"), "set_voice_delay_ms", "get_voice_delay_ms", 3);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1,suffix:Hz"), "set_voice_rate_hz", "get_voice_rate_hz", 3);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01,suffix:ms"), "set_voice_depth_ms", "get_voice_depth_ms", 3);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1,suffix:dB"), "set_voice_level_db", "get_voice_level_db", 3);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1,suffix:Hz"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 3);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 3);
|
2017-01-22 14:19:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
AudioEffectChorus::AudioEffectChorus() {
|
|
|
|
voice_count = 2;
|
|
|
|
voice[0].delay = 15;
|
|
|
|
voice[1].delay = 20;
|
|
|
|
voice[0].rate = 0.8;
|
|
|
|
voice[1].rate = 1.2;
|
|
|
|
voice[0].depth = 2;
|
|
|
|
voice[1].depth = 3;
|
|
|
|
voice[0].cutoff = 8000;
|
|
|
|
voice[1].cutoff = 8000;
|
|
|
|
voice[0].pan = -0.5;
|
|
|
|
voice[1].pan = 0.5;
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2017-01-22 14:19:56 +00:00
|
|
|
wet = 0.5;
|
|
|
|
dry = 1.0;
|
|
|
|
}
|