2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* audio_effect_chorus.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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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef AUDIOEFFECTCHORUS_H
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#define AUDIOEFFECTCHORUS_H
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#include "servers/audio/audio_effect.h"
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class AudioEffectChorus;
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class AudioEffectChorusInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectChorusInstance, AudioEffectInstance);
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friend class AudioEffectChorus;
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Ref<AudioEffectChorus> base;
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Vector<AudioFrame> audio_buffer;
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unsigned int buffer_pos;
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unsigned int buffer_mask;
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AudioFrame filter_h[4];
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uint64_t cycles[4];
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void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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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 AudioEffectChorus : public AudioEffect {
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GDCLASS(AudioEffectChorus, AudioEffect);
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friend class AudioEffectChorusInstance;
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public:
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enum {
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MAX_DELAY_MS = 50,
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MAX_DEPTH_MS = 20,
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MAX_WIDTH_MS = 50,
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MAX_VOICES = 4,
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CYCLES_FRAC = 16,
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CYCLES_MASK = (1 << CYCLES_FRAC) - 1,
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MAX_CHANNELS = 4,
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MS_CUTOFF_MAX = 16000
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};
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private:
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struct Voice {
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float delay;
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float rate;
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float depth;
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float level;
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float cutoff;
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float pan;
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Voice() {
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delay = 12.0;
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rate = 1;
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depth = 0;
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level = 0;
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cutoff = MS_CUTOFF_MAX;
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pan = 0;
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}
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} voice[MAX_VOICES];
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int voice_count;
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float wet;
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float dry;
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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public:
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void set_voice_count(int p_voices);
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int get_voice_count() const;
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void set_voice_delay_ms(int p_voice, float p_delay_ms);
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float get_voice_delay_ms(int p_voice) const;
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void set_voice_rate_hz(int p_voice, float p_rate_hz);
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float get_voice_rate_hz(int p_voice) const;
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void set_voice_depth_ms(int p_voice, float p_depth_ms);
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float get_voice_depth_ms(int p_voice) const;
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void set_voice_level_db(int p_voice, float p_level_db);
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float get_voice_level_db(int p_voice) const;
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void set_voice_cutoff_hz(int p_voice, float p_cutoff_hz);
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float get_voice_cutoff_hz(int p_voice) const;
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void set_voice_pan(int p_voice, float p_pan);
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float get_voice_pan(int p_voice) const;
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void set_wet(float amount);
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float get_wet() const;
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void set_dry(float amount);
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float get_dry() const;
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Ref<AudioEffectInstance> instance();
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AudioEffectChorus();
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};
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#endif // AUDIOEFFECTCHORUS_H
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