godot/core/math/audio_frame.h
Pedro J. Estébanez ae215451fc Make audio bus channels' peak volume consistent
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).

(cherry picked from commit a2b3a73e2d)
2021-02-05 09:26:09 +01:00

147 lines
5.3 KiB
C++

/*************************************************************************/
/* audio_frame.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/*************************************************************************/
#ifndef AUDIOFRAME_H
#define AUDIOFRAME_H
#include "core/math/vector2.h"
#include "core/typedefs.h"
static inline float undenormalise(volatile float f) {
union {
uint32_t i;
float f;
} v;
v.f = f;
// original: return (v.i & 0x7f800000) == 0 ? 0.0f : f;
// version from Tim Blechmann:
return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
}
static const float AUDIO_PEAK_OFFSET = 0.0000000001f;
static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear2db(AUDIO_PEAK_OFFSET)
struct AudioFrame {
//left and right samples
float l, r;
_ALWAYS_INLINE_ const float &operator[](int idx) const { return idx == 0 ? l : r; }
_ALWAYS_INLINE_ float &operator[](int idx) { return idx == 0 ? l : r; }
_ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame &p_frame) const { return AudioFrame(l + p_frame.l, r + p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame &p_frame) const { return AudioFrame(l - p_frame.l, r - p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame &p_frame) const { return AudioFrame(l * p_frame.l, r * p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame &p_frame) const { return AudioFrame(l / p_frame.l, r / p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(l + p_sample, r + p_sample); }
_ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(l - p_sample, r - p_sample); }
_ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(l * p_sample, r * p_sample); }
_ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(l / p_sample, r / p_sample); }
_ALWAYS_INLINE_ void operator+=(const AudioFrame &p_frame) {
l += p_frame.l;
r += p_frame.r;
}
_ALWAYS_INLINE_ void operator-=(const AudioFrame &p_frame) {
l -= p_frame.l;
r -= p_frame.r;
}
_ALWAYS_INLINE_ void operator*=(const AudioFrame &p_frame) {
l *= p_frame.l;
r *= p_frame.r;
}
_ALWAYS_INLINE_ void operator/=(const AudioFrame &p_frame) {
l /= p_frame.l;
r /= p_frame.r;
}
_ALWAYS_INLINE_ void operator+=(float p_sample) {
l += p_sample;
r += p_sample;
}
_ALWAYS_INLINE_ void operator-=(float p_sample) {
l -= p_sample;
r -= p_sample;
}
_ALWAYS_INLINE_ void operator*=(float p_sample) {
l *= p_sample;
r *= p_sample;
}
_ALWAYS_INLINE_ void operator/=(float p_sample) {
l /= p_sample;
r /= p_sample;
}
_ALWAYS_INLINE_ void undenormalise() {
l = ::undenormalise(l);
r = ::undenormalise(r);
}
_FORCE_INLINE_ AudioFrame linear_interpolate(const AudioFrame &p_b, float p_t) const {
AudioFrame res = *this;
res.l += (p_t * (p_b.l - l));
res.r += (p_t * (p_b.r - r));
return res;
}
_ALWAYS_INLINE_ AudioFrame(float p_l, float p_r) {
l = p_l;
r = p_r;
}
_ALWAYS_INLINE_ AudioFrame(const AudioFrame &p_frame) {
l = p_frame.l;
r = p_frame.r;
}
_ALWAYS_INLINE_ AudioFrame operator=(const AudioFrame &p_frame) {
l = p_frame.l;
r = p_frame.r;
return *this;
}
_ALWAYS_INLINE_ operator Vector2() const {
return Vector2(l, r);
}
_ALWAYS_INLINE_ AudioFrame(const Vector2 &p_v2) {
l = p_v2.x;
r = p_v2.y;
}
_ALWAYS_INLINE_ AudioFrame() {}
};
#endif