/*************************************************************************/ /* audio_effect_phaser.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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_phaser.h" #include "math_funcs.h" #include "servers/audio_server.h" void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) { float sampling_rate = AudioServer::get_singleton()->get_mix_rate(); float dmin = base->range_min / (sampling_rate / 2.0); float dmax = base->range_max / (sampling_rate / 2.0); float increment = 2.f * Math_PI * (base->rate / sampling_rate); for (int i = 0; i < p_frame_count; i++) { phase += increment; while (phase >= Math_PI * 2.f) { phase -= Math_PI * 2.f; } float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f); //update filter coeffs for (int j = 0; j < 6; j++) { allpass[0][j].delay(d); allpass[1][j].delay(d); } //calculate output float y = allpass[0][0].update( allpass[0][1].update( allpass[0][2].update( allpass[0][3].update( allpass[0][4].update( allpass[0][5].update(p_src_frames[i].l + h.l * base->feedback)))))); h.l = y; p_dst_frames[i].l = p_src_frames[i].l + y * base->depth; y = allpass[1][0].update( allpass[1][1].update( allpass[1][2].update( allpass[1][3].update( allpass[1][4].update( allpass[1][5].update(p_src_frames[i].r + h.r * base->feedback)))))); h.r = y; p_dst_frames[i].r = p_src_frames[i].r + y * base->depth; } } Ref AudioEffectPhaser::instance() { Ref ins; ins.instance(); ins->base = Ref(this); ins->phase = 0; ins->h = AudioFrame(0, 0); return ins; } void AudioEffectPhaser::set_range_min_hz(float p_hz) { range_min = p_hz; } float AudioEffectPhaser::get_range_min_hz() const { return range_min; } void AudioEffectPhaser::set_range_max_hz(float p_hz) { range_max = p_hz; } float AudioEffectPhaser::get_range_max_hz() const { return range_max; } void AudioEffectPhaser::set_rate_hz(float p_hz) { rate = p_hz; } float AudioEffectPhaser::get_rate_hz() const { return rate; } void AudioEffectPhaser::set_feedback(float p_fbk) { feedback = p_fbk; } float AudioEffectPhaser::get_feedback() const { return feedback; } void AudioEffectPhaser::set_depth(float p_depth) { depth = p_depth; } float AudioEffectPhaser::get_depth() const { return depth; } void AudioEffectPhaser::_bind_methods() { ClassDB::bind_method(D_METHOD("set_range_min_hz", "hz"), &AudioEffectPhaser::set_range_min_hz); ClassDB::bind_method(D_METHOD("get_range_min_hz"), &AudioEffectPhaser::get_range_min_hz); ClassDB::bind_method(D_METHOD("set_range_max_hz", "hz"), &AudioEffectPhaser::set_range_max_hz); ClassDB::bind_method(D_METHOD("get_range_max_hz"), &AudioEffectPhaser::get_range_max_hz); ClassDB::bind_method(D_METHOD("set_rate_hz", "hz"), &AudioEffectPhaser::set_rate_hz); ClassDB::bind_method(D_METHOD("get_rate_hz"), &AudioEffectPhaser::get_rate_hz); ClassDB::bind_method(D_METHOD("set_feedback", "fbk"), &AudioEffectPhaser::set_feedback); ClassDB::bind_method(D_METHOD("get_feedback"), &AudioEffectPhaser::get_feedback); ClassDB::bind_method(D_METHOD("set_depth", "depth"), &AudioEffectPhaser::set_depth); ClassDB::bind_method(D_METHOD("get_depth"), &AudioEffectPhaser::get_depth); ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_min_hz", PROPERTY_HINT_RANGE, "10,10000"), "set_range_min_hz", "get_range_min_hz"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_max_hz", PROPERTY_HINT_RANGE, "10,10000"), "set_range_max_hz", "get_range_max_hz"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "rate_hz", PROPERTY_HINT_RANGE, "0.01,20"), "set_rate_hz", "get_rate_hz"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback", PROPERTY_HINT_RANGE, "0.1,0.9,0.1"), "set_feedback", "get_feedback"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.1,4,0.1"), "set_depth", "get_depth"); } AudioEffectPhaser::AudioEffectPhaser() { range_min = 440; range_max = 1600; rate = 0.5; feedback = 0.7; depth = 1; }