godot/servers/audio/effects/audio_effect_delay.h
Rémi Verschelde 7764151bc1 Rename properties unnecessarily using slash (/) in their names
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.

Part of #17558.
2022-08-23 11:57:43 +02:00

136 lines
4.5 KiB
C++

/*************************************************************************/
/* audio_effect_delay.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_DELAY_H
#define AUDIO_EFFECT_DELAY_H
#include "servers/audio/audio_effect.h"
class AudioEffectDelay;
class AudioEffectDelayInstance : public AudioEffectInstance {
GDCLASS(AudioEffectDelayInstance, AudioEffectInstance);
friend class AudioEffectDelay;
Ref<AudioEffectDelay> base;
Vector<AudioFrame> ring_buffer;
unsigned int ring_buffer_pos;
unsigned int ring_buffer_mask;
/* feedback buffer */
Vector<AudioFrame> feedback_buffer;
unsigned int feedback_buffer_pos;
AudioFrame h;
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) override;
};
class AudioEffectDelay : public AudioEffect {
GDCLASS(AudioEffectDelay, AudioEffect);
friend class AudioEffectDelayInstance;
enum {
MAX_DELAY_MS = 3000,
MAX_TAPS = 2
};
float dry = 1.0f;
bool tap_1_active = true;
float tap_1_delay_ms = 250.0f;
float tap_1_level = -6.0f;
float tap_1_pan = 0.2f;
bool tap_2_active = true;
float tap_2_delay_ms = 500.0f;
float tap_2_level = -12.0f;
float tap_2_pan = -0.4f;
bool feedback_active = false;
float feedback_delay_ms = 340.0f;
float feedback_level = -6.0f;
float feedback_lowpass = 16000.0f;
protected:
static void _bind_methods();
public:
void set_dry(float p_dry);
float get_dry();
void set_tap1_active(bool p_active);
bool is_tap1_active() const;
void set_tap1_delay_ms(float p_delay_ms);
float get_tap1_delay_ms() const;
void set_tap1_level_db(float p_level_db);
float get_tap1_level_db() const;
void set_tap1_pan(float p_pan);
float get_tap1_pan() const;
void set_tap2_active(bool p_active);
bool is_tap2_active() const;
void set_tap2_delay_ms(float p_delay_ms);
float get_tap2_delay_ms() const;
void set_tap2_level_db(float p_level_db);
float get_tap2_level_db() const;
void set_tap2_pan(float p_pan);
float get_tap2_pan() const;
void set_feedback_active(bool p_active);
bool is_feedback_active() const;
void set_feedback_delay_ms(float p_delay_ms);
float get_feedback_delay_ms() const;
void set_feedback_level_db(float p_level_db);
float get_feedback_level_db() const;
void set_feedback_lowpass(float p_lowpass);
float get_feedback_lowpass() const;
Ref<AudioEffectInstance> instantiate() override;
AudioEffectDelay() {}
};
#endif // AUDIO_EFFECT_DELAY_H