c273ddc3ee
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
123 lines
3.8 KiB
C++
123 lines
3.8 KiB
C++
/*************************************************************************/
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/* reverb.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef REVERB_H
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#define REVERB_H
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#include "core/math/audio_frame.h"
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#include "core/os/memory.h"
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#include "core/typedefs.h"
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class Reverb {
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public:
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enum {
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INPUT_BUFFER_MAX_SIZE = 1024,
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};
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private:
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enum {
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MAX_COMBS = 8,
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MAX_ALLPASS = 4,
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MAX_ECHO_MS = 500
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};
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static const float comb_tunings[MAX_COMBS];
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static const float allpass_tunings[MAX_ALLPASS];
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struct Comb {
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int size = 0;
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float *buffer = nullptr;
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float feedback = 0;
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float damp = 0; //lowpass
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float damp_h = 0; //history
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int pos = 0;
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int extra_spread_frames = 0;
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Comb() {}
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};
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struct AllPass {
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int size = 0;
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float *buffer = nullptr;
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int pos = 0;
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int extra_spread_frames = 0;
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AllPass() {}
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};
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Comb comb[MAX_COMBS];
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AllPass allpass[MAX_ALLPASS];
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float *input_buffer = nullptr;
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float *echo_buffer = nullptr;
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int echo_buffer_size = 0;
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int echo_buffer_pos = 0;
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float hpf_h1 = 0.0f;
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float hpf_h2 = 0.0f;
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struct Parameters {
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float room_size;
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float damp;
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float wet;
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float dry;
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float mix_rate;
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float extra_spread_base;
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float extra_spread;
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float predelay;
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float predelay_fb;
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float hpf;
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} params;
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void configure_buffers();
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void update_parameters();
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void clear_buffers();
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public:
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void set_room_size(float p_size);
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void set_damp(float p_damp);
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void set_wet(float p_wet);
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void set_dry(float p_dry);
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void set_predelay(float p_predelay); // in ms
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void set_predelay_feedback(float p_predelay_fb); // in ms
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void set_highpass(float p_frq);
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void set_mix_rate(float p_mix_rate);
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void set_extra_spread(float p_spread);
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void set_extra_spread_base(float p_sec);
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void process(float *p_src, float *p_dst, int p_frames);
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Reverb();
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~Reverb();
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};
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#endif // REVERB_H
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