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- /**************************************************************************/
- /* audio_effect_phaser.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 AUDIO_EFFECT_PHASER_H
- #define AUDIO_EFFECT_PHASER_H
- #include "servers/audio/audio_effect.h"
- class AudioEffectPhaser;
- class AudioEffectPhaserInstance : public AudioEffectInstance {
- GDCLASS(AudioEffectPhaserInstance, AudioEffectInstance);
- friend class AudioEffectPhaser;
- Ref<AudioEffectPhaser> base;
- float phase;
- AudioFrame h;
- class AllpassDelay {
- float a, h;
- public:
- _ALWAYS_INLINE_ void delay(float d) {
- a = (1.f - d) / (1.f + d);
- }
- _ALWAYS_INLINE_ float update(float s) {
- float y = s * -a + h;
- h = y * a + s;
- return y;
- }
- AllpassDelay() {
- a = 0;
- h = 0;
- }
- };
- AllpassDelay allpass[2][6];
- public:
- virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
- };
- class AudioEffectPhaser : public AudioEffect {
- GDCLASS(AudioEffectPhaser, AudioEffect);
- friend class AudioEffectPhaserInstance;
- float range_min;
- float range_max;
- float rate;
- float feedback;
- float depth;
- protected:
- static void _bind_methods();
- public:
- Ref<AudioEffectInstance> instantiate() override;
- void set_range_min_hz(float p_hz);
- float get_range_min_hz() const;
- void set_range_max_hz(float p_hz);
- float get_range_max_hz() const;
- void set_rate_hz(float p_hz);
- float get_rate_hz() const;
- void set_feedback(float p_fbk);
- float get_feedback() const;
- void set_depth(float p_depth);
- float get_depth() const;
- AudioEffectPhaser();
- };
- #endif // AUDIO_EFFECT_PHASER_H
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