2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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/* audio_effect.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 14:16:55 +02:00
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/* https://godotengine.org */
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2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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2019-01-01 12:53:14 +01:00
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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2018-01-05 00:50:27 +01:00
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2017-01-15 20:06:14 +01:00
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#ifndef AUDIOEFFECT_H
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#define AUDIOEFFECT_H
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2018-09-11 18:13:45 +02:00
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#include "core/math/audio_frame.h"
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#include "core/resource.h"
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class AudioEffectInstance : public Reference {
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GDCLASS(AudioEffectInstance, Reference);
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public:
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2017-03-05 16:44:50 +01:00
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) = 0;
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2018-01-18 16:03:53 +01:00
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virtual bool process_silence() const { return false; }
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};
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class AudioEffect : public Resource {
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GDCLASS(AudioEffect, Resource);
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public:
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virtual Ref<AudioEffectInstance> instance() = 0;
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AudioEffect();
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};
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#endif // AUDIOEFFECT_H
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