2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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/* audio_effect_phaser.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-08 00:11:42 +02:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2017-03-05 15:47:28 +01:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2017-01-23 22:36:29 +01:00
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#include "audio_effect_phaser.h"
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2017-01-24 18:56:43 +01:00
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#include "math_funcs.h"
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#include "servers/audio_server.h"
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2017-01-23 22:36:29 +01:00
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2017-03-05 16:44:50 +01:00
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void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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float sampling_rate = AudioServer::get_singleton()->get_mix_rate();
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2017-03-05 16:44:50 +01:00
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float dmin = base->range_min / (sampling_rate / 2.0);
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float dmax = base->range_max / (sampling_rate / 2.0);
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2017-01-23 22:36:29 +01:00
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2017-01-24 18:56:43 +01:00
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float increment = 2.f * Math_PI * (base->rate / sampling_rate);
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for (int i = 0; i < p_frame_count; i++) {
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phase += increment;
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2017-03-05 16:44:50 +01:00
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while (phase >= Math_PI * 2.f) {
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phase -= Math_PI * 2.f;
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}
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float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f);
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//update filter coeffs
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for (int j = 0; j < 6; j++) {
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allpass[0][j].delay(d);
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allpass[1][j].delay(d);
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}
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//calculate output
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float y = allpass[0][0].update(
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allpass[0][1].update(
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allpass[0][2].update(
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allpass[0][3].update(
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allpass[0][4].update(
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allpass[0][5].update(p_src_frames[i].l + h.l * base->feedback))))));
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h.l = y;
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p_dst_frames[i].l = p_src_frames[i].l + y * base->depth;
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2017-03-05 16:44:50 +01:00
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y = allpass[1][0].update(
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allpass[1][1].update(
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allpass[1][2].update(
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allpass[1][3].update(
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allpass[1][4].update(
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allpass[1][5].update(p_src_frames[i].r + h.r * base->feedback))))));
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h.r = y;
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p_dst_frames[i].r = p_src_frames[i].r + y * base->depth;
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}
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}
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Ref<AudioEffectInstance> AudioEffectPhaser::instance() {
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Ref<AudioEffectPhaserInstance> ins;
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ins.instance();
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ins->base = Ref<AudioEffectPhaser>(this);
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ins->phase = 0;
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ins->h = AudioFrame(0, 0);
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return ins;
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}
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void AudioEffectPhaser::set_range_min_hz(float p_hz) {
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2017-03-05 16:44:50 +01:00
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range_min = p_hz;
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}
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2017-03-05 16:44:50 +01:00
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float AudioEffectPhaser::get_range_min_hz() const {
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return range_min;
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}
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2017-03-05 16:44:50 +01:00
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void AudioEffectPhaser::set_range_max_hz(float p_hz) {
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range_max = p_hz;
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}
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float AudioEffectPhaser::get_range_max_hz() const {
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return range_max;
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}
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2017-03-05 16:44:50 +01:00
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void AudioEffectPhaser::set_rate_hz(float p_hz) {
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rate = p_hz;
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}
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float AudioEffectPhaser::get_rate_hz() const {
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return rate;
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}
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2017-03-05 16:44:50 +01:00
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void AudioEffectPhaser::set_feedback(float p_fbk) {
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2017-01-23 22:36:29 +01:00
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2017-03-05 16:44:50 +01:00
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feedback = p_fbk;
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}
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float AudioEffectPhaser::get_feedback() const {
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return feedback;
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}
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void AudioEffectPhaser::set_depth(float p_depth) {
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depth = p_depth;
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}
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float AudioEffectPhaser::get_depth() const {
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return depth;
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}
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void AudioEffectPhaser::_bind_methods() {
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2017-03-05 16:44:50 +01:00
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ClassDB::bind_method(D_METHOD("set_range_min_hz", "hz"), &AudioEffectPhaser::set_range_min_hz);
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ClassDB::bind_method(D_METHOD("get_range_min_hz"), &AudioEffectPhaser::get_range_min_hz);
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2017-03-05 16:44:50 +01:00
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ClassDB::bind_method(D_METHOD("set_range_max_hz", "hz"), &AudioEffectPhaser::set_range_max_hz);
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ClassDB::bind_method(D_METHOD("get_range_max_hz"), &AudioEffectPhaser::get_range_max_hz);
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ClassDB::bind_method(D_METHOD("set_rate_hz", "hz"), &AudioEffectPhaser::set_rate_hz);
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ClassDB::bind_method(D_METHOD("get_rate_hz"), &AudioEffectPhaser::get_rate_hz);
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2017-01-23 22:36:29 +01:00
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2017-03-05 16:44:50 +01:00
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ClassDB::bind_method(D_METHOD("set_feedback", "fbk"), &AudioEffectPhaser::set_feedback);
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ClassDB::bind_method(D_METHOD("get_feedback"), &AudioEffectPhaser::get_feedback);
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ClassDB::bind_method(D_METHOD("set_depth", "depth"), &AudioEffectPhaser::set_depth);
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ClassDB::bind_method(D_METHOD("get_depth"), &AudioEffectPhaser::get_depth);
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2017-01-23 22:36:29 +01:00
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2017-03-05 16:44:50 +01:00
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_min_hz", PROPERTY_HINT_RANGE, "10,10000"), "set_range_min_hz", "get_range_min_hz");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_max_hz", PROPERTY_HINT_RANGE, "10,10000"), "set_range_max_hz", "get_range_max_hz");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "rate_hz", PROPERTY_HINT_RANGE, "0.01,20"), "set_rate_hz", "get_rate_hz");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback", PROPERTY_HINT_RANGE, "0.1,0.9,0.1"), "set_feedback", "get_feedback");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.1,4,0.1"), "set_depth", "get_depth");
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}
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AudioEffectPhaser::AudioEffectPhaser() {
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range_min = 440;
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range_max = 1600;
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rate = 0.5;
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feedback = 0.7;
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depth = 1;
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}
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