Added audio bus phaser effect, welcome to the 70s, baby!
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147
servers/audio/effects/audio_effect_phaser.cpp
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147
servers/audio/effects/audio_effect_phaser.cpp
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#include "audio_effect_phaser.h"
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#include "servers/audio_server.h"
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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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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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float increment = 2.f * M_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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while ( phase >= M_PI * 2.f ) {
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phase -= M_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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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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range_min=p_hz;
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}
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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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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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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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void AudioEffectPhaser::set_feedback(float p_fbk){
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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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ClassDB::bind_method(_MD("set_range_min_hz","hz"),&AudioEffectPhaser::set_range_min_hz);
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ClassDB::bind_method(_MD("get_range_min_hz"),&AudioEffectPhaser::get_range_min_hz);
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ClassDB::bind_method(_MD("set_range_max_hz","hz"),&AudioEffectPhaser::set_range_max_hz);
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ClassDB::bind_method(_MD("get_range_max_hz"),&AudioEffectPhaser::get_range_max_hz);
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ClassDB::bind_method(_MD("set_rate_hz","hz"),&AudioEffectPhaser::set_rate_hz);
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ClassDB::bind_method(_MD("get_rate_hz"),&AudioEffectPhaser::get_rate_hz);
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ClassDB::bind_method(_MD("set_feedback","fbk"),&AudioEffectPhaser::set_feedback);
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ClassDB::bind_method(_MD("get_feedback"),&AudioEffectPhaser::get_feedback);
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ClassDB::bind_method(_MD("set_depth","depth"),&AudioEffectPhaser::set_depth);
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ClassDB::bind_method(_MD("get_depth"),&AudioEffectPhaser::get_depth);
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"range_min_hz",PROPERTY_HINT_RANGE,"10,10000"),_SCS("set_range_min_hz"),_SCS("get_range_min_hz"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"range_max_hz",PROPERTY_HINT_RANGE,"10,10000"),_SCS("set_range_max_hz"),_SCS("get_range_max_hz"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"rate_hz",PROPERTY_HINT_RANGE,"0.01,20"),_SCS("set_rate_hz"),_SCS("get_rate_hz"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"feedback",PROPERTY_HINT_RANGE,"0.1,0.9,0.1"),_SCS("set_feedback"),_SCS("get_feedback"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"depth",PROPERTY_HINT_RANGE,"0.1,4,0.1"),_SCS("set_depth"),_SCS("get_depth"));
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}
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AudioEffectPhaser::AudioEffectPhaser()
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{
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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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81
servers/audio/effects/audio_effect_phaser.h
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81
servers/audio/effects/audio_effect_phaser.h
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#ifndef AUDIO_EFFECT_PHASER_H
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#define AUDIO_EFFECT_PHASER_H
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#include "servers/audio/audio_effect.h"
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class AudioEffectPhaser;
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class AudioEffectPhaserInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectPhaserInstance,AudioEffectInstance)
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friend class AudioEffectPhaser;
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Ref<AudioEffectPhaser> base;
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float phase;
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AudioFrame h;
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class AllpassDelay{
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float a, h;
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public:
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_ALWAYS_INLINE_ void delay( float d ) {
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a = (1.f - d) / (1.f + d);
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}
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_ALWAYS_INLINE_ float update( float s ){
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float y = s * -a + h;
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h = y * a + s;
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return y;
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}
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AllpassDelay() { a =0; h = 0;}
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};
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AllpassDelay allpass[2][6];
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public:
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virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count);
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};
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class AudioEffectPhaser : public AudioEffect {
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GDCLASS(AudioEffectPhaser,AudioEffect)
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friend class AudioEffectPhaserInstance;
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float range_min;
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float range_max;
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float rate;
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float feedback;
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float depth;
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protected:
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static void _bind_methods();
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public:
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Ref<AudioEffectInstance> instance();
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void set_range_min_hz(float p_hz);
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float get_range_min_hz() const;
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void set_range_max_hz(float p_hz);
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float get_range_max_hz() const;
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void set_rate_hz(float p_hz);
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float get_rate_hz() const;
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void set_feedback(float p_fbk);
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float get_feedback() const;
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void set_depth(float p_depth);
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float get_depth() const;
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AudioEffectPhaser();
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};
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#endif // AUDIO_EFFECT_PHASER_H
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#include "audio/effects/audio_effect_compressor.h"
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#include "audio/effects/audio_effect_limiter.h"
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#include "audio/effects/audio_effect_pitch_shift.h"
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#include "audio/effects/audio_effect_phaser.h"
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static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage>* r_usage) {
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ClassDB::register_class<AudioEffectCompressor>();
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ClassDB::register_class<AudioEffectLimiter>();
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ClassDB::register_class<AudioEffectPitchShift>();
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ClassDB::register_class<AudioEffectPhaser>();
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}
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