godot/servers/audio/effects/audio_effect_stereo_enhance.h
2020-07-10 13:56:54 +01:00

87 lines
3.4 KiB
C++

/*************************************************************************/
/* audio_effect_stereo_enhance.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef AUDIOEFFECTSTEREOENHANCE_H
#define AUDIOEFFECTSTEREOENHANCE_H
#include "servers/audio/audio_effect.h"
class AudioEffectStereoEnhance;
class AudioEffectStereoEnhanceInstance : public AudioEffectInstance {
GDCLASS(AudioEffectStereoEnhanceInstance, AudioEffectInstance);
friend class AudioEffectStereoEnhance;
Ref<AudioEffectStereoEnhance> base;
enum {
MAX_DELAY_MS = 50
};
float *delay_ringbuff;
unsigned int ringbuff_pos;
unsigned int ringbuff_mask;
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
~AudioEffectStereoEnhanceInstance();
};
class AudioEffectStereoEnhance : public AudioEffect {
GDCLASS(AudioEffectStereoEnhance, AudioEffect);
friend class AudioEffectStereoEnhanceInstance;
float volume_db;
float pan_pullout;
float time_pullout;
float surround;
protected:
static void _bind_methods();
public:
Ref<AudioEffectInstance> instance() override;
void set_pan_pullout(float p_amount);
float get_pan_pullout() const;
void set_time_pullout(float p_amount);
float get_time_pullout() const;
void set_surround(float p_amount);
float get_surround() const;
AudioEffectStereoEnhance();
};
#endif // AUDIOEFFECTSTEREOENHANCE_H