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- /**************************************************************************/
- /* audio_effect_reverb.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "audio_effect_reverb.h"
- #include "servers/audio_server.h"
- void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
- for (int i = 0; i < 2; i++) {
- Reverb &r = reverb[i];
- r.set_predelay(base->predelay);
- r.set_predelay_feedback(base->predelay_fb);
- r.set_highpass(base->hpf);
- r.set_room_size(base->room_size);
- r.set_damp(base->damping);
- r.set_extra_spread(base->spread);
- r.set_wet(base->wet);
- r.set_dry(base->dry);
- }
- int todo = p_frame_count;
- int offset = 0;
- while (todo) {
- int to_mix = MIN(todo, Reverb::INPUT_BUFFER_MAX_SIZE);
- for (int j = 0; j < to_mix; j++) {
- tmp_src[j] = p_src_frames[offset + j].left;
- }
- reverb[0].process(tmp_src, tmp_dst, to_mix);
- for (int j = 0; j < to_mix; j++) {
- p_dst_frames[offset + j].left = tmp_dst[j];
- tmp_src[j] = p_src_frames[offset + j].right;
- }
- reverb[1].process(tmp_src, tmp_dst, to_mix);
- for (int j = 0; j < to_mix; j++) {
- p_dst_frames[offset + j].right = tmp_dst[j];
- }
- offset += to_mix;
- todo -= to_mix;
- }
- }
- AudioEffectReverbInstance::AudioEffectReverbInstance() {
- reverb[0].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());
- reverb[0].set_extra_spread_base(0);
- reverb[1].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());
- reverb[1].set_extra_spread_base(0.000521); //for stereo effect
- }
- Ref<AudioEffectInstance> AudioEffectReverb::instantiate() {
- Ref<AudioEffectReverbInstance> ins;
- ins.instantiate();
- ins->base = Ref<AudioEffectReverb>(this);
- return ins;
- }
- void AudioEffectReverb::set_predelay_msec(float p_msec) {
- predelay = p_msec;
- }
- void AudioEffectReverb::set_predelay_feedback(float p_feedback) {
- predelay_fb = CLAMP(p_feedback, 0, 0.98);
- }
- void AudioEffectReverb::set_room_size(float p_size) {
- room_size = p_size;
- }
- void AudioEffectReverb::set_damping(float p_damping) {
- damping = p_damping;
- }
- void AudioEffectReverb::set_spread(float p_spread) {
- spread = p_spread;
- }
- void AudioEffectReverb::set_dry(float p_dry) {
- dry = p_dry;
- }
- void AudioEffectReverb::set_wet(float p_wet) {
- wet = p_wet;
- }
- void AudioEffectReverb::set_hpf(float p_hpf) {
- hpf = p_hpf;
- }
- float AudioEffectReverb::get_predelay_msec() const {
- return predelay;
- }
- float AudioEffectReverb::get_predelay_feedback() const {
- return predelay_fb;
- }
- float AudioEffectReverb::get_room_size() const {
- return room_size;
- }
- float AudioEffectReverb::get_damping() const {
- return damping;
- }
- float AudioEffectReverb::get_spread() const {
- return spread;
- }
- float AudioEffectReverb::get_dry() const {
- return dry;
- }
- float AudioEffectReverb::get_wet() const {
- return wet;
- }
- float AudioEffectReverb::get_hpf() const {
- return hpf;
- }
- void AudioEffectReverb::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_predelay_msec", "msec"), &AudioEffectReverb::set_predelay_msec);
- ClassDB::bind_method(D_METHOD("get_predelay_msec"), &AudioEffectReverb::get_predelay_msec);
- ClassDB::bind_method(D_METHOD("set_predelay_feedback", "feedback"), &AudioEffectReverb::set_predelay_feedback);
- ClassDB::bind_method(D_METHOD("get_predelay_feedback"), &AudioEffectReverb::get_predelay_feedback);
- ClassDB::bind_method(D_METHOD("set_room_size", "size"), &AudioEffectReverb::set_room_size);
- ClassDB::bind_method(D_METHOD("get_room_size"), &AudioEffectReverb::get_room_size);
- ClassDB::bind_method(D_METHOD("set_damping", "amount"), &AudioEffectReverb::set_damping);
- ClassDB::bind_method(D_METHOD("get_damping"), &AudioEffectReverb::get_damping);
- ClassDB::bind_method(D_METHOD("set_spread", "amount"), &AudioEffectReverb::set_spread);
- ClassDB::bind_method(D_METHOD("get_spread"), &AudioEffectReverb::get_spread);
- ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectReverb::set_dry);
- ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectReverb::get_dry);
- ClassDB::bind_method(D_METHOD("set_wet", "amount"), &AudioEffectReverb::set_wet);
- ClassDB::bind_method(D_METHOD("get_wet"), &AudioEffectReverb::get_wet);
- ClassDB::bind_method(D_METHOD("set_hpf", "amount"), &AudioEffectReverb::set_hpf);
- ClassDB::bind_method(D_METHOD("get_hpf"), &AudioEffectReverb::get_hpf);
- ADD_GROUP("Predelay", "predelay_");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_msec", PROPERTY_HINT_RANGE, "20,500,1,suffix:ms"), "set_predelay_msec", "get_predelay_msec");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_feedback", PROPERTY_HINT_RANGE, "0,0.98,0.01"), "set_predelay_feedback", "get_predelay_feedback");
- ADD_GROUP("", "");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "room_size", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_room_size", "get_room_size");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping", "get_damping");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_spread", "get_spread");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "hipass", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_hpf", "get_hpf");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wet", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_wet", "get_wet");
- }
- AudioEffectReverb::AudioEffectReverb() {
- predelay = 150;
- predelay_fb = 0.4;
- hpf = 0;
- room_size = 0.8;
- damping = 0.5;
- spread = 1.0;
- dry = 1.0;
- wet = 0.5;
- }
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