godot/core/math/audio_frame.h
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00

128 lines
4.8 KiB
C++

/*************************************************************************/
/* audio_frame.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef AUDIOFRAME_H
#define AUDIOFRAME_H
#include "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;
}
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() {}
};
#endif