godot/servers/audio/effects/audio_effect_amplify.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

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/*************************************************************************/
/* audio_effect_amplify.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 AUDIOEFFECTAMPLIFY_H
#define AUDIOEFFECTAMPLIFY_H
#include "servers/audio/audio_effect.h"
class AudioEffectAmplify;
class AudioEffectAmplifyInstance : public AudioEffectInstance {
GDCLASS(AudioEffectAmplifyInstance, AudioEffectInstance)
friend class AudioEffectAmplify;
Ref<AudioEffectAmplify> base;
float mix_volume_db;
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
};
class AudioEffectAmplify : public AudioEffect {
GDCLASS(AudioEffectAmplify, AudioEffect)
friend class AudioEffectAmplifyInstance;
float volume_db;
protected:
static void _bind_methods();
public:
Ref<AudioEffectInstance> instance();
void set_volume_db(float p_volume);
float get_volume_db() const;
AudioEffectAmplify();
};
#endif // AUDIOEFFECTAMPLIFY_H