2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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/* audio_effect_stereo_enhance.cpp */
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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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2020-01-01 11:16:22 +01:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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2017-01-22 03:14:30 +01:00
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#include "audio_effect_stereo_enhance.h"
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#include "servers/audio_server.h"
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void AudioEffectStereoEnhanceInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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float intensity = base->pan_pullout;
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bool surround_mode = base->surround > 0;
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float surround_amount = base->surround;
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unsigned int delay_frames = (base->time_pullout / 1000.0) * AudioServer::get_singleton()->get_mix_rate();
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for (int i = 0; i < p_frame_count; i++) {
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float l = p_src_frames[i].l;
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float r = p_src_frames[i].r;
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float center = (l + r) / 2.0f;
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l = (center + (l - center) * intensity);
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r = (center + (r - center) * intensity);
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if (surround_mode) {
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float val = (l + r) / 2.0;
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delay_ringbuff[ringbuff_pos & ringbuff_mask] = val;
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float out = delay_ringbuff[(ringbuff_pos - delay_frames) & ringbuff_mask] * surround_amount;
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l += out;
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r += -out;
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} else {
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float val = r;
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delay_ringbuff[ringbuff_pos & ringbuff_mask] = val;
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//r is delayed
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r = delay_ringbuff[(ringbuff_pos - delay_frames) & ringbuff_mask];
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;
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}
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p_dst_frames[i].l = l;
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p_dst_frames[i].r = r;
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ringbuff_pos++;
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}
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}
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AudioEffectStereoEnhanceInstance::~AudioEffectStereoEnhanceInstance() {
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memdelete_arr(delay_ringbuff);
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}
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Ref<AudioEffectInstance> AudioEffectStereoEnhance::instance() {
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Ref<AudioEffectStereoEnhanceInstance> ins;
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ins.instance();
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ins->base = Ref<AudioEffectStereoEnhance>(this);
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float ring_buffer_max_size = AudioEffectStereoEnhanceInstance::MAX_DELAY_MS + 2;
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ring_buffer_max_size /= 1000.0; //convert to seconds
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ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
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int ringbuff_size = (int)ring_buffer_max_size;
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int bits = 0;
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while (ringbuff_size > 0) {
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bits++;
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ringbuff_size /= 2;
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}
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ringbuff_size = 1 << bits;
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ins->ringbuff_mask = ringbuff_size - 1;
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ins->ringbuff_pos = 0;
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ins->delay_ringbuff = memnew_arr(float, ringbuff_size);
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return ins;
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}
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void AudioEffectStereoEnhance::set_pan_pullout(float p_amount) {
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pan_pullout = p_amount;
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}
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float AudioEffectStereoEnhance::get_pan_pullout() const {
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return pan_pullout;
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}
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void AudioEffectStereoEnhance::set_time_pullout(float p_amount) {
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time_pullout = p_amount;
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}
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float AudioEffectStereoEnhance::get_time_pullout() const {
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return time_pullout;
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}
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void AudioEffectStereoEnhance::set_surround(float p_amount) {
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surround = p_amount;
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}
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float AudioEffectStereoEnhance::get_surround() const {
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return surround;
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}
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void AudioEffectStereoEnhance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_pan_pullout", "amount"), &AudioEffectStereoEnhance::set_pan_pullout);
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ClassDB::bind_method(D_METHOD("get_pan_pullout"), &AudioEffectStereoEnhance::get_pan_pullout);
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ClassDB::bind_method(D_METHOD("set_time_pullout", "amount"), &AudioEffectStereoEnhance::set_time_pullout);
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ClassDB::bind_method(D_METHOD("get_time_pullout"), &AudioEffectStereoEnhance::get_time_pullout);
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ClassDB::bind_method(D_METHOD("set_surround", "amount"), &AudioEffectStereoEnhance::set_surround);
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ClassDB::bind_method(D_METHOD("get_surround"), &AudioEffectStereoEnhance::get_surround);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "pan_pullout", PROPERTY_HINT_RANGE, "0,4,0.01"), "set_pan_pullout", "get_pan_pullout");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_pullout_ms", PROPERTY_HINT_RANGE, "0,50,0.01"), "set_time_pullout", "get_time_pullout");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "surround", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_surround", "get_surround");
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}
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AudioEffectStereoEnhance::AudioEffectStereoEnhance() {
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pan_pullout = 1;
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time_pullout = 0;
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surround = 0;
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}
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