2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* audio_effect_phaser.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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2017-01-23 21:36:29 +00:00
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#ifndef AUDIO_EFFECT_PHASER_H
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#define AUDIO_EFFECT_PHASER_H
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#include "servers/audio/audio_effect.h"
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class AudioEffectPhaser;
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class AudioEffectPhaserInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectPhaserInstance, AudioEffectInstance);
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friend class AudioEffectPhaser;
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2017-01-23 21:36:29 +00:00
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Ref<AudioEffectPhaser> base;
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float phase;
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AudioFrame h;
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class AllpassDelay {
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float a, h;
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public:
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_ALWAYS_INLINE_ void delay(float d) {
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a = (1.f - d) / (1.f + d);
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}
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_ALWAYS_INLINE_ float update(float s) {
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float y = s * -a + h;
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h = y * a + s;
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return y;
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}
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2017-03-05 15:44:50 +00:00
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AllpassDelay() {
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a = 0;
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h = 0;
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}
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};
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AllpassDelay allpass[2][6];
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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 AudioEffectPhaser : public AudioEffect {
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GDCLASS(AudioEffectPhaser, AudioEffect);
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friend class AudioEffectPhaserInstance;
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float range_min;
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float range_max;
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float rate;
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float feedback;
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float depth;
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protected:
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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_range_min_hz(float p_hz);
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float get_range_min_hz() const;
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void set_range_max_hz(float p_hz);
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float get_range_max_hz() const;
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void set_rate_hz(float p_hz);
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float get_rate_hz() const;
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void set_feedback(float p_fbk);
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float get_feedback() const;
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void set_depth(float p_depth);
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float get_depth() const;
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AudioEffectPhaser();
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};
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#endif // AUDIO_EFFECT_PHASER_H
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