/*************************************************************************/ /* audio_effect_amplify.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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. */ /*************************************************************************/ #include "audio_effect_amplify.h" void AudioEffectAmplifyInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) { //multiply volume interpolating to avoid clicks if this changes float volume_db = base->volume_db; float vol = Math::db2linear(mix_volume_db); float vol_inc = (Math::db2linear(volume_db) - vol) / float(p_frame_count); for (int i = 0; i < p_frame_count; i++) { p_dst_frames[i] = p_src_frames[i] * vol; vol += vol_inc; } //set volume for next mix mix_volume_db = volume_db; } Ref<AudioEffectInstance> AudioEffectAmplify::instance() { Ref<AudioEffectAmplifyInstance> ins; ins.instance(); ins->base = Ref<AudioEffectAmplify>(this); ins->mix_volume_db = volume_db; return ins; } void AudioEffectAmplify::set_volume_db(float p_volume) { volume_db = p_volume; } float AudioEffectAmplify::get_volume_db() const { return volume_db; } void AudioEffectAmplify::_bind_methods() { ClassDB::bind_method(D_METHOD("set_volume_db", "volume"), &AudioEffectAmplify::set_volume_db); ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioEffectAmplify::get_volume_db); ADD_PROPERTY(PropertyInfo(Variant::REAL, "volume_db", PROPERTY_HINT_RANGE, "-80,24,0.01"), "set_volume_db", "get_volume_db"); } AudioEffectAmplify::AudioEffectAmplify() { volume_db = 0; }