audio_effect_phaser.h 3.5 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. #pragma once
  31. #include "servers/audio/audio_effect.h"
  32. class AudioEffectPhaser;
  33. class AudioEffectPhaserInstance : public AudioEffectInstance {
  34. GDCLASS(AudioEffectPhaserInstance, AudioEffectInstance);
  35. friend class AudioEffectPhaser;
  36. Ref<AudioEffectPhaser> base;
  37. float phase;
  38. AudioFrame h;
  39. class AllpassDelay {
  40. float a, h;
  41. public:
  42. _ALWAYS_INLINE_ void delay(float d) {
  43. a = (1.f - d) / (1.f + d);
  44. }
  45. _ALWAYS_INLINE_ float update(float s) {
  46. float y = s * -a + h;
  47. h = y * a + s;
  48. return y;
  49. }
  50. AllpassDelay() {
  51. a = 0;
  52. h = 0;
  53. }
  54. };
  55. AllpassDelay allpass[2][6];
  56. public:
  57. virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
  58. };
  59. class AudioEffectPhaser : public AudioEffect {
  60. GDCLASS(AudioEffectPhaser, AudioEffect);
  61. friend class AudioEffectPhaserInstance;
  62. float range_min;
  63. float range_max;
  64. float rate;
  65. float feedback;
  66. float depth;
  67. protected:
  68. static void _bind_methods();
  69. public:
  70. Ref<AudioEffectInstance> instantiate() override;
  71. void set_range_min_hz(float p_hz);
  72. float get_range_min_hz() const;
  73. void set_range_max_hz(float p_hz);
  74. float get_range_max_hz() const;
  75. void set_rate_hz(float p_hz);
  76. float get_rate_hz() const;
  77. void set_feedback(float p_fbk);
  78. float get_feedback() const;
  79. void set_depth(float p_depth);
  80. float get_depth() const;
  81. AudioEffectPhaser();
  82. };