/*************************************************************************/ /* 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 base; Vector 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 instance(); AudioEffectChorus(); }; #endif // AUDIO_EFFECT_CHORUS_H