godot/servers/audio/effects/audio_effect_chorus.cpp

361 lines
15 KiB
C++

/*************************************************************************/
/* audio_effect_chorus.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "audio_effect_chorus.h"
#include "core/math/math_funcs.h"
#include "servers/audio_server.h"
void AudioEffectChorusInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
int todo = p_frame_count;
while (todo) {
int to_mix = MIN(todo, 256); //can't mix too much
_process_chunk(p_src_frames, p_dst_frames, to_mix);
p_src_frames += to_mix;
p_dst_frames += to_mix;
todo -= to_mix;
}
}
void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
//fill ringbuffer
for (int i = 0; i < p_frame_count; i++) {
audio_buffer.write[(buffer_pos + i) & buffer_mask] = p_src_frames[i];
p_dst_frames[i] = p_src_frames[i] * base->dry;
}
float mix_rate = AudioServer::get_singleton()->get_mix_rate();
/* process voices */
for (int vc = 0; vc < base->voice_count; vc++) {
AudioEffectChorus::Voice &v = base->voice[vc];
double time_to_mix = (float)p_frame_count / mix_rate;
double cycles_to_mix = time_to_mix * v.rate;
unsigned int local_rb_pos = buffer_pos;
AudioFrame *dst_buff = p_dst_frames;
AudioFrame *rb_buff = audio_buffer.ptrw();
double delay_msec = v.delay;
unsigned int delay_frames = Math::fast_ftoi((delay_msec / 1000.0) * mix_rate);
float max_depth_frames = (v.depth / 1000.0) * mix_rate;
uint64_t local_cycles = cycles[vc];
uint64_t increment = llrint(cycles_to_mix / (double)p_frame_count * (double)(1 << AudioEffectChorus::CYCLES_FRAC));
//check the LFO doesn't read ahead of the write pos
if ((((unsigned int)max_depth_frames) + 10) > delay_frames) { //10 as some threshold to avoid precision stuff
delay_frames += (int)max_depth_frames - delay_frames;
delay_frames += 10; //threshold to avoid precision stuff
}
//low pass filter
if (v.cutoff == 0) {
continue;
}
float auxlp = expf(-2.0 * Math_PI * v.cutoff / mix_rate);
float c1 = 1.0 - auxlp;
float c2 = auxlp;
AudioFrame h = filter_h[vc];
if (v.cutoff >= AudioEffectChorus::MS_CUTOFF_MAX) {
c1 = 1.0;
c2 = 0.0;
}
//vol modifier
AudioFrame vol_modifier = AudioFrame(base->wet, base->wet) * Math::db2linear(v.level);
vol_modifier.l *= CLAMP(1.0 - v.pan, 0, 1);
vol_modifier.r *= CLAMP(1.0 + v.pan, 0, 1);
for (int i = 0; i < p_frame_count; i++) {
/** COMPUTE WAVEFORM **/
float phase = (float)(local_cycles & AudioEffectChorus::CYCLES_MASK) / (float)(1 << AudioEffectChorus::CYCLES_FRAC);
float wave_delay = sinf(phase * 2.0 * Math_PI) * max_depth_frames;
int wave_delay_frames = lrint(floor(wave_delay));
float wave_delay_frac = wave_delay - (float)wave_delay_frames;
/** COMPUTE RINGBUFFER POS**/
unsigned int rb_source = local_rb_pos;
rb_source -= delay_frames;
rb_source -= wave_delay_frames;
/** READ FROM RINGBUFFER, LINEARLY INTERPOLATE */
AudioFrame val = rb_buff[rb_source & buffer_mask];
AudioFrame val_next = rb_buff[(rb_source - 1) & buffer_mask];
val += (val_next - val) * wave_delay_frac;
val = val * c1 + h * c2;
h = val;
/** MIX VALUE TO OUTPUT **/
dst_buff[i] += val * vol_modifier;
local_cycles += increment;
local_rb_pos++;
}
filter_h[vc] = h;
cycles[vc] += Math::fast_ftoi(cycles_to_mix * (double)(1 << AudioEffectChorus::CYCLES_FRAC));
}
buffer_pos += p_frame_count;
}
Ref<AudioEffectInstance> AudioEffectChorus::instance() {
Ref<AudioEffectChorusInstance> ins;
ins.instance();
ins->base = Ref<AudioEffectChorus>(this);
for (int i = 0; i < 4; i++) {
ins->filter_h[i] = AudioFrame(0, 0);
ins->cycles[i] = 0;
}
float ring_buffer_max_size = AudioEffectChorus::MAX_DELAY_MS + AudioEffectChorus::MAX_DEPTH_MS + AudioEffectChorus::MAX_WIDTH_MS;
ring_buffer_max_size *= 2; //just to avoid complications
ring_buffer_max_size /= 1000.0; //convert to seconds
ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
int ringbuff_size = ring_buffer_max_size;
int bits = 0;
while (ringbuff_size > 0) {
bits++;
ringbuff_size /= 2;
}
ringbuff_size = 1 << bits;
ins->buffer_mask = ringbuff_size - 1;
ins->buffer_pos = 0;
ins->audio_buffer.resize(ringbuff_size);
for (int i = 0; i < ringbuff_size; i++) {
ins->audio_buffer.write[i] = AudioFrame(0, 0);
}
return ins;
}
void AudioEffectChorus::set_voice_count(int p_voices) {
ERR_FAIL_COND(p_voices < 1 || p_voices > MAX_VOICES);
voice_count = p_voices;
}
int AudioEffectChorus::get_voice_count() const {
return voice_count;
}
void AudioEffectChorus::set_voice_delay_ms(int p_voice, float p_delay_ms) {
ERR_FAIL_INDEX(p_voice, MAX_VOICES);
voice[p_voice].delay = p_delay_ms;
}
float AudioEffectChorus::get_voice_delay_ms(int p_voice) const {
ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
return voice[p_voice].delay;
}
void AudioEffectChorus::set_voice_rate_hz(int p_voice, float p_rate_hz) {
ERR_FAIL_INDEX(p_voice, MAX_VOICES);
voice[p_voice].rate = p_rate_hz;
}
float AudioEffectChorus::get_voice_rate_hz(int p_voice) const {
ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
return voice[p_voice].rate;
}
void AudioEffectChorus::set_voice_depth_ms(int p_voice, float p_depth_ms) {
ERR_FAIL_INDEX(p_voice, MAX_VOICES);
voice[p_voice].depth = p_depth_ms;
}
float AudioEffectChorus::get_voice_depth_ms(int p_voice) const {
ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
return voice[p_voice].depth;
}
void AudioEffectChorus::set_voice_level_db(int p_voice, float p_level_db) {
ERR_FAIL_INDEX(p_voice, MAX_VOICES);
voice[p_voice].level = p_level_db;
}
float AudioEffectChorus::get_voice_level_db(int p_voice) const {
ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
return voice[p_voice].level;
}
void AudioEffectChorus::set_voice_cutoff_hz(int p_voice, float p_cutoff_hz) {
ERR_FAIL_INDEX(p_voice, MAX_VOICES);
voice[p_voice].cutoff = p_cutoff_hz;
}
float AudioEffectChorus::get_voice_cutoff_hz(int p_voice) const {
ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
return voice[p_voice].cutoff;
}
void AudioEffectChorus::set_voice_pan(int p_voice, float p_pan) {
ERR_FAIL_INDEX(p_voice, MAX_VOICES);
voice[p_voice].pan = p_pan;
}
float AudioEffectChorus::get_voice_pan(int p_voice) const {
ERR_FAIL_INDEX_V(p_voice, MAX_VOICES, 0);
return voice[p_voice].pan;
}
void AudioEffectChorus::set_wet(float amount) {
wet = amount;
}
float AudioEffectChorus::get_wet() const {
return wet;
}
void AudioEffectChorus::set_dry(float amount) {
dry = amount;
}
float AudioEffectChorus::get_dry() const {
return dry;
}
void AudioEffectChorus::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("voice/")) {
int voice_idx = property.name.get_slice("/", 1).to_int();
if (voice_idx > voice_count) {
property.usage = 0;
}
}
}
void AudioEffectChorus::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_voice_count", "voices"), &AudioEffectChorus::set_voice_count);
ClassDB::bind_method(D_METHOD("get_voice_count"), &AudioEffectChorus::get_voice_count);
ClassDB::bind_method(D_METHOD("set_voice_delay_ms", "voice_idx", "delay_ms"), &AudioEffectChorus::set_voice_delay_ms);
ClassDB::bind_method(D_METHOD("get_voice_delay_ms", "voice_idx"), &AudioEffectChorus::get_voice_delay_ms);
ClassDB::bind_method(D_METHOD("set_voice_rate_hz", "voice_idx", "rate_hz"), &AudioEffectChorus::set_voice_rate_hz);
ClassDB::bind_method(D_METHOD("get_voice_rate_hz", "voice_idx"), &AudioEffectChorus::get_voice_rate_hz);
ClassDB::bind_method(D_METHOD("set_voice_depth_ms", "voice_idx", "depth_ms"), &AudioEffectChorus::set_voice_depth_ms);
ClassDB::bind_method(D_METHOD("get_voice_depth_ms", "voice_idx"), &AudioEffectChorus::get_voice_depth_ms);
ClassDB::bind_method(D_METHOD("set_voice_level_db", "voice_idx", "level_db"), &AudioEffectChorus::set_voice_level_db);
ClassDB::bind_method(D_METHOD("get_voice_level_db", "voice_idx"), &AudioEffectChorus::get_voice_level_db);
ClassDB::bind_method(D_METHOD("set_voice_cutoff_hz", "voice_idx", "cutoff_hz"), &AudioEffectChorus::set_voice_cutoff_hz);
ClassDB::bind_method(D_METHOD("get_voice_cutoff_hz", "voice_idx"), &AudioEffectChorus::get_voice_cutoff_hz);
ClassDB::bind_method(D_METHOD("set_voice_pan", "voice_idx", "pan"), &AudioEffectChorus::set_voice_pan);
ClassDB::bind_method(D_METHOD("get_voice_pan", "voice_idx"), &AudioEffectChorus::get_voice_pan);
ClassDB::bind_method(D_METHOD("set_wet", "amount"), &AudioEffectChorus::set_wet);
ClassDB::bind_method(D_METHOD("get_wet"), &AudioEffectChorus::get_wet);
ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectChorus::set_dry);
ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectChorus::get_dry);
ADD_PROPERTY(PropertyInfo(Variant::INT, "voice_count", PROPERTY_HINT_RANGE, "1,4,1"), "set_voice_count", "get_voice_count");
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");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01"), "set_voice_delay_ms", "get_voice_delay_ms", 0);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1"), "set_voice_rate_hz", "get_voice_rate_hz", 0);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_voice_depth_ms", "get_voice_depth_ms", 0);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1"), "set_voice_level_db", "get_voice_level_db", 0);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 0);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 0);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01"), "set_voice_delay_ms", "get_voice_delay_ms", 1);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1"), "set_voice_rate_hz", "get_voice_rate_hz", 1);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_voice_depth_ms", "get_voice_depth_ms", 1);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1"), "set_voice_level_db", "get_voice_level_db", 1);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 1);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 1);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01"), "set_voice_delay_ms", "get_voice_delay_ms", 2);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1"), "set_voice_rate_hz", "get_voice_rate_hz", 2);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_voice_depth_ms", "get_voice_depth_ms", 2);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1"), "set_voice_level_db", "get_voice_level_db", 2);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 2);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/3/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 2);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/delay_ms", PROPERTY_HINT_RANGE, "0,50,0.01"), "set_voice_delay_ms", "get_voice_delay_ms", 3);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/rate_hz", PROPERTY_HINT_RANGE, "0.1,20,0.1"), "set_voice_rate_hz", "get_voice_rate_hz", 3);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/depth_ms", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_voice_depth_ms", "get_voice_depth_ms", 3);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/level_db", PROPERTY_HINT_RANGE, "-60,24,0.1"), "set_voice_level_db", "get_voice_level_db", 3);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1"), "set_voice_cutoff_hz", "get_voice_cutoff_hz", 3);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "voice/4/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_voice_pan", "get_voice_pan", 3);
}
AudioEffectChorus::AudioEffectChorus() {
voice_count = 2;
voice[0].delay = 15;
voice[1].delay = 20;
voice[0].rate = 0.8;
voice[1].rate = 1.2;
voice[0].depth = 2;
voice[1].depth = 3;
voice[0].cutoff = 8000;
voice[1].cutoff = 8000;
voice[0].pan = -0.5;
voice[1].pan = 0.5;
wet = 0.5;
dry = 1.0;
}