godot/servers/audio/effects/audio_effect_chorus.h

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/*************************************************************************/
/* audio_effect_chorus.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_CHORUS_H
#define AUDIO_EFFECT_CHORUS_H
#include "servers/audio/audio_effect.h"
class AudioEffectChorus;
class AudioEffectChorusInstance : public AudioEffectInstance {
GDCLASS(AudioEffectChorusInstance, AudioEffectInstance);
friend class AudioEffectChorus;
Ref<AudioEffectChorus> base;
Vector<AudioFrame> audio_buffer;
unsigned int buffer_pos;
unsigned int buffer_mask;
AudioFrame filter_h[4];
uint64_t cycles[4];
void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
};
class AudioEffectChorus : public AudioEffect {
GDCLASS(AudioEffectChorus, AudioEffect);
friend class AudioEffectChorusInstance;
public:
enum {
MAX_DELAY_MS = 50,
MAX_DEPTH_MS = 20,
MAX_WIDTH_MS = 50,
MAX_VOICES = 4,
CYCLES_FRAC = 16,
CYCLES_MASK = (1 << CYCLES_FRAC) - 1,
MAX_CHANNELS = 4,
MS_CUTOFF_MAX = 16000
};
private:
struct Voice {
float delay;
float rate;
float depth;
float level;
float cutoff;
float pan;
Voice() {
delay = 12.0;
rate = 1;
depth = 0;
level = 0;
cutoff = MS_CUTOFF_MAX;
pan = 0;
}
} voice[MAX_VOICES];
int voice_count;
float wet;
float dry;
protected:
void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
public:
void set_voice_count(int p_voices);
int get_voice_count() const;
void set_voice_delay_ms(int p_voice, float p_delay_ms);
float get_voice_delay_ms(int p_voice) const;
void set_voice_rate_hz(int p_voice, float p_rate_hz);
float get_voice_rate_hz(int p_voice) const;
void set_voice_depth_ms(int p_voice, float p_depth_ms);
float get_voice_depth_ms(int p_voice) const;
void set_voice_level_db(int p_voice, float p_level_db);
float get_voice_level_db(int p_voice) const;
void set_voice_cutoff_hz(int p_voice, float p_cutoff_hz);
float get_voice_cutoff_hz(int p_voice) const;
void set_voice_pan(int p_voice, float p_pan);
float get_voice_pan(int p_voice) const;
void set_wet(float amount);
float get_wet() const;
void set_dry(float amount);
float get_dry() const;
Ref<AudioEffectInstance> instance();
AudioEffectChorus();
};
#endif // AUDIO_EFFECT_CHORUS_H