/**************************************************************************/ /* audio_effect_reverb.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_reverb.h" #include "servers/audio_server.h" void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) { for (int i = 0; i < 2; i++) { Reverb &r = reverb[i]; r.set_predelay(base->predelay); r.set_predelay_feedback(base->predelay_fb); r.set_highpass(base->hpf); r.set_room_size(base->room_size); r.set_damp(base->damping); r.set_extra_spread(base->spread); r.set_wet(base->wet); r.set_dry(base->dry); } int todo = p_frame_count; int offset = 0; while (todo) { int to_mix = MIN(todo, Reverb::INPUT_BUFFER_MAX_SIZE); for (int j = 0; j < to_mix; j++) { tmp_src[j] = p_src_frames[offset + j].left; } reverb[0].process(tmp_src, tmp_dst, to_mix); for (int j = 0; j < to_mix; j++) { p_dst_frames[offset + j].left = tmp_dst[j]; tmp_src[j] = p_src_frames[offset + j].right; } reverb[1].process(tmp_src, tmp_dst, to_mix); for (int j = 0; j < to_mix; j++) { p_dst_frames[offset + j].right = tmp_dst[j]; } offset += to_mix; todo -= to_mix; } } AudioEffectReverbInstance::AudioEffectReverbInstance() { reverb[0].set_mix_rate(AudioServer::get_singleton()->get_mix_rate()); reverb[0].set_extra_spread_base(0); reverb[1].set_mix_rate(AudioServer::get_singleton()->get_mix_rate()); reverb[1].set_extra_spread_base(0.000521); //for stereo effect } Ref AudioEffectReverb::instantiate() { Ref ins; ins.instantiate(); ins->base = Ref(this); return ins; } void AudioEffectReverb::set_predelay_msec(float p_msec) { predelay = p_msec; } void AudioEffectReverb::set_predelay_feedback(float p_feedback) { predelay_fb = CLAMP(p_feedback, 0, 0.98); } void AudioEffectReverb::set_room_size(float p_size) { room_size = p_size; } void AudioEffectReverb::set_damping(float p_damping) { damping = p_damping; } void AudioEffectReverb::set_spread(float p_spread) { spread = p_spread; } void AudioEffectReverb::set_dry(float p_dry) { dry = p_dry; } void AudioEffectReverb::set_wet(float p_wet) { wet = p_wet; } void AudioEffectReverb::set_hpf(float p_hpf) { hpf = p_hpf; } float AudioEffectReverb::get_predelay_msec() const { return predelay; } float AudioEffectReverb::get_predelay_feedback() const { return predelay_fb; } float AudioEffectReverb::get_room_size() const { return room_size; } float AudioEffectReverb::get_damping() const { return damping; } float AudioEffectReverb::get_spread() const { return spread; } float AudioEffectReverb::get_dry() const { return dry; } float AudioEffectReverb::get_wet() const { return wet; } float AudioEffectReverb::get_hpf() const { return hpf; } void AudioEffectReverb::_bind_methods() { ClassDB::bind_method(D_METHOD("set_predelay_msec", "msec"), &AudioEffectReverb::set_predelay_msec); ClassDB::bind_method(D_METHOD("get_predelay_msec"), &AudioEffectReverb::get_predelay_msec); ClassDB::bind_method(D_METHOD("set_predelay_feedback", "feedback"), &AudioEffectReverb::set_predelay_feedback); ClassDB::bind_method(D_METHOD("get_predelay_feedback"), &AudioEffectReverb::get_predelay_feedback); ClassDB::bind_method(D_METHOD("set_room_size", "size"), &AudioEffectReverb::set_room_size); ClassDB::bind_method(D_METHOD("get_room_size"), &AudioEffectReverb::get_room_size); ClassDB::bind_method(D_METHOD("set_damping", "amount"), &AudioEffectReverb::set_damping); ClassDB::bind_method(D_METHOD("get_damping"), &AudioEffectReverb::get_damping); ClassDB::bind_method(D_METHOD("set_spread", "amount"), &AudioEffectReverb::set_spread); ClassDB::bind_method(D_METHOD("get_spread"), &AudioEffectReverb::get_spread); ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectReverb::set_dry); ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectReverb::get_dry); ClassDB::bind_method(D_METHOD("set_wet", "amount"), &AudioEffectReverb::set_wet); ClassDB::bind_method(D_METHOD("get_wet"), &AudioEffectReverb::get_wet); ClassDB::bind_method(D_METHOD("set_hpf", "amount"), &AudioEffectReverb::set_hpf); ClassDB::bind_method(D_METHOD("get_hpf"), &AudioEffectReverb::get_hpf); ADD_GROUP("Predelay", "predelay_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_msec", PROPERTY_HINT_RANGE, "20,500,1,suffix:ms"), "set_predelay_msec", "get_predelay_msec"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_feedback", PROPERTY_HINT_RANGE, "0,0.98,0.01"), "set_predelay_feedback", "get_predelay_feedback"); ADD_GROUP("", ""); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "room_size", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_room_size", "get_room_size"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping", "get_damping"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_spread", "get_spread"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "hipass", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_hpf", "get_hpf"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wet", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_wet", "get_wet"); } AudioEffectReverb::AudioEffectReverb() { predelay = 150; predelay_fb = 0.4; hpf = 0; room_size = 0.8; damping = 0.5; spread = 1.0; dry = 1.0; wet = 0.5; }