godot/servers/audio/effects/reverb.h

112 lines
1.8 KiB
C++

//
// C++ Interface: reverb
//
// Description:
//
//
// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2006
//
// Copyright: See COPYING file that comes with this distribution
//
//
#ifndef REVERB_H
#define REVERB_H
#include "typedefs.h"
#include "os/memory.h"
#include "audio_frame.h"
class Reverb {
public:
enum {
INPUT_BUFFER_MAX_SIZE=1024,
};
private:
enum {
MAX_COMBS=8,
MAX_ALLPASS=4,
MAX_ECHO_MS=500
};
static const float comb_tunings[MAX_COMBS];
static const float allpass_tunings[MAX_ALLPASS];
struct Comb {
int size;
float *buffer;
float feedback;
float damp; //lowpass
float damp_h; //history
int pos;
int extra_spread_frames;
Comb() { size=0; buffer=0; feedback=0; damp_h=0; pos=0; }
};
struct AllPass {
int size;
float *buffer;
int pos;
int extra_spread_frames;
AllPass() { size=0; buffer=0; pos=0; }
};
Comb comb[MAX_COMBS];
AllPass allpass[MAX_ALLPASS];
float *input_buffer;
float *echo_buffer;
int echo_buffer_size;
int echo_buffer_pos;
float hpf_h1,hpf_h2;
struct Parameters {
float room_size;
float damp;
float wet;
float dry;
float mix_rate;
float extra_spread_base;
float extra_spread;
float predelay;
float predelay_fb;
float hpf;
} params;
void configure_buffers();
void update_parameters();
void clear_buffers();
public:
void set_room_size(float p_size);
void set_damp(float p_damp);
void set_wet(float p_wet);
void set_dry(float p_dry);
void set_predelay(float p_predelay); // in ms
void set_predelay_feedback(float p_predelay_fb); // in ms
void set_highpass(float p_frq);
void set_mix_rate(float p_mix_rate);
void set_extra_spread(float p_spread);
void set_extra_spread_base(float p_sec);
void process(float *p_src,float *p_dst,int p_frames);
Reverb();
~Reverb();
};
#endif