audio_effect_phaser.h 3.6 KB

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  1. /**************************************************************************/
  2. /* audio_effect_phaser.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef AUDIO_EFFECT_PHASER_H
  31. #define AUDIO_EFFECT_PHASER_H
  32. #include "servers/audio/audio_effect.h"
  33. class AudioEffectPhaser;
  34. class AudioEffectPhaserInstance : public AudioEffectInstance {
  35. GDCLASS(AudioEffectPhaserInstance, AudioEffectInstance);
  36. friend class AudioEffectPhaser;
  37. Ref<AudioEffectPhaser> base;
  38. float phase;
  39. AudioFrame h;
  40. class AllpassDelay {
  41. float a, h;
  42. public:
  43. _ALWAYS_INLINE_ void delay(float d) {
  44. a = (1.f - d) / (1.f + d);
  45. }
  46. _ALWAYS_INLINE_ float update(float s) {
  47. float y = s * -a + h;
  48. h = y * a + s;
  49. return y;
  50. }
  51. AllpassDelay() {
  52. a = 0;
  53. h = 0;
  54. }
  55. };
  56. AllpassDelay allpass[2][6];
  57. public:
  58. virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
  59. };
  60. class AudioEffectPhaser : public AudioEffect {
  61. GDCLASS(AudioEffectPhaser, AudioEffect);
  62. friend class AudioEffectPhaserInstance;
  63. float range_min;
  64. float range_max;
  65. float rate;
  66. float feedback;
  67. float depth;
  68. protected:
  69. static void _bind_methods();
  70. public:
  71. Ref<AudioEffectInstance> instantiate() override;
  72. void set_range_min_hz(float p_hz);
  73. float get_range_min_hz() const;
  74. void set_range_max_hz(float p_hz);
  75. float get_range_max_hz() const;
  76. void set_rate_hz(float p_hz);
  77. float get_rate_hz() const;
  78. void set_feedback(float p_fbk);
  79. float get_feedback() const;
  80. void set_depth(float p_depth);
  81. float get_depth() const;
  82. AudioEffectPhaser();
  83. };
  84. #endif // AUDIO_EFFECT_PHASER_H