/**************************************************************************/ /* audio_frame.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef AUDIO_FRAME_H #define AUDIO_FRAME_H #include "core/math/vector2.h" #include "core/typedefs.h" static inline float undenormalise(volatile float f) { union { uint32_t i; float f; } v; v.f = f; // original: return (v.i & 0x7f800000) == 0 ? 0.0f : f; // version from Tim Blechmann: return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f; } static const float AUDIO_PEAK_OFFSET = 0.0000000001f; static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear2db(AUDIO_PEAK_OFFSET) struct AudioFrame { //left and right samples float l = 0.f, r = 0.f; _ALWAYS_INLINE_ const float &operator[](int idx) const { return idx == 0 ? l : r; } _ALWAYS_INLINE_ float &operator[](int idx) { return idx == 0 ? l : r; } _ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame &p_frame) const { return AudioFrame(l + p_frame.l, r + p_frame.r); } _ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame &p_frame) const { return AudioFrame(l - p_frame.l, r - p_frame.r); } _ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame &p_frame) const { return AudioFrame(l * p_frame.l, r * p_frame.r); } _ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame &p_frame) const { return AudioFrame(l / p_frame.l, r / p_frame.r); } _ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(l + p_sample, r + p_sample); } _ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(l - p_sample, r - p_sample); } _ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(l * p_sample, r * p_sample); } _ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(l / p_sample, r / p_sample); } _ALWAYS_INLINE_ void operator+=(const AudioFrame &p_frame) { l += p_frame.l; r += p_frame.r; } _ALWAYS_INLINE_ void operator-=(const AudioFrame &p_frame) { l -= p_frame.l; r -= p_frame.r; } _ALWAYS_INLINE_ void operator*=(const AudioFrame &p_frame) { l *= p_frame.l; r *= p_frame.r; } _ALWAYS_INLINE_ void operator/=(const AudioFrame &p_frame) { l /= p_frame.l; r /= p_frame.r; } _ALWAYS_INLINE_ void operator+=(float p_sample) { l += p_sample; r += p_sample; } _ALWAYS_INLINE_ void operator-=(float p_sample) { l -= p_sample; r -= p_sample; } _ALWAYS_INLINE_ void operator*=(float p_sample) { l *= p_sample; r *= p_sample; } _ALWAYS_INLINE_ void operator/=(float p_sample) { l /= p_sample; r /= p_sample; } _ALWAYS_INLINE_ void undenormalise() { l = ::undenormalise(l); r = ::undenormalise(r); } _FORCE_INLINE_ AudioFrame linear_interpolate(const AudioFrame &p_b, float p_t) const { AudioFrame res = *this; res.l += (p_t * (p_b.l - l)); res.r += (p_t * (p_b.r - r)); return res; } _ALWAYS_INLINE_ AudioFrame(float p_l, float p_r) { l = p_l; r = p_r; } _ALWAYS_INLINE_ AudioFrame(const AudioFrame &p_frame) { l = p_frame.l; r = p_frame.r; } _ALWAYS_INLINE_ AudioFrame operator=(const AudioFrame &p_frame) { l = p_frame.l; r = p_frame.r; return *this; } _ALWAYS_INLINE_ operator Vector2() const { return Vector2(l, r); } _ALWAYS_INLINE_ AudioFrame(const Vector2 &p_v2) { l = p_v2.x; r = p_v2.y; } _ALWAYS_INLINE_ AudioFrame() {} }; #endif // AUDIO_FRAME_H