/*************************************************************************/ /* audio_effect_reverb.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_REVERB_H #define AUDIO_EFFECT_REVERB_H #include "servers/audio/audio_effect.h" #include "servers/audio/effects/reverb_filter.h" class AudioEffectReverb; class AudioEffectReverbInstance : public AudioEffectInstance { GDCLASS(AudioEffectReverbInstance, AudioEffectInstance); Ref base; float tmp_src[Reverb::INPUT_BUFFER_MAX_SIZE]; float tmp_dst[Reverb::INPUT_BUFFER_MAX_SIZE]; friend class AudioEffectReverb; Reverb reverb[2]; public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); AudioEffectReverbInstance(); }; class AudioEffectReverb : public AudioEffect { GDCLASS(AudioEffectReverb, AudioEffect); friend class AudioEffectReverbInstance; float predelay; float predelay_fb; float hpf; float room_size; float damping; float spread; float dry; float wet; protected: static void _bind_methods(); public: void set_predelay_msec(float p_msec); void set_predelay_feedback(float p_feedback); void set_room_size(float p_size); void set_damping(float p_damping); void set_spread(float p_spread); void set_dry(float p_dry); void set_wet(float p_wet); void set_hpf(float p_hpf); float get_predelay_msec() const; float get_predelay_feedback() const; float get_room_size() const; float get_damping() const; float get_spread() const; float get_dry() const; float get_wet() const; float get_hpf() const; Ref instance(); AudioEffectReverb(); }; #endif // AUDIO_EFFECT_REVERB_H