/*************************************************************************/ /* audio_effect_delay.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "audio_effect_delay.h" #include "core/math/math_funcs.h" #include "servers/audio_server.h" void AudioEffectDelayInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) { int todo = p_frame_count; while (todo) { int to_mix = MIN(todo, 256); //can't mix too much _process_chunk(p_src_frames, p_dst_frames, to_mix); p_src_frames += to_mix; p_dst_frames += to_mix; todo -= to_mix; } } void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) { float main_level_f = base->dry; float mix_rate = AudioServer::get_singleton()->get_mix_rate(); float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0; int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate); ; float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0; int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate); ; float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0; unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate); ; AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f); tap1_vol.l *= CLAMP(1.0 - base->tap_1_pan, 0, 1); tap1_vol.r *= CLAMP(1.0 + base->tap_1_pan, 0, 1); AudioFrame tap2_vol = AudioFrame(tap_2_level_f, tap_2_level_f); tap2_vol.l *= CLAMP(1.0 - base->tap_2_pan, 0, 1); tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1); // feedback lowpass here float lpf_c = expf(-Math_TAU * base->feedback_lowpass / mix_rate); // 0 .. 10khz float lpf_ic = 1.0 - lpf_c; const AudioFrame *src = p_src_frames; AudioFrame *dst = p_dst_frames; AudioFrame *rb_buf = ring_buffer.ptrw(); AudioFrame *fb_buf = feedback_buffer.ptrw(); for (int i = 0; i < p_frame_count; i++) { rb_buf[ring_buffer_pos & ring_buffer_mask] = src[i]; AudioFrame main_val = src[i] * main_level_f; AudioFrame tap_1_val = rb_buf[(ring_buffer_pos - tap_1_delay_frames) & ring_buffer_mask] * tap1_vol; AudioFrame tap_2_val = rb_buf[(ring_buffer_pos - tap_2_delay_frames) & ring_buffer_mask] * tap2_vol; AudioFrame out = main_val + tap_1_val + tap_2_val; out += fb_buf[feedback_buffer_pos]; //apply lowpass and feedback gain AudioFrame fb_in = out * feedback_level_f * lpf_ic + h * lpf_c; fb_in.undenormalise(); //avoid denormals h = fb_in; fb_buf[feedback_buffer_pos] = fb_in; dst[i] = out; ring_buffer_pos++; if ((++feedback_buffer_pos) >= feedback_delay_frames) { feedback_buffer_pos = 0; } } } Ref AudioEffectDelay::instantiate() { Ref ins; ins.instantiate(); ins->base = Ref(this); float ring_buffer_max_size = MAX_DELAY_MS + 100; //add 100ms of extra room, just in case ring_buffer_max_size /= 1000.0; //convert to seconds ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate(); int ringbuff_size = ring_buffer_max_size; int bits = 0; while (ringbuff_size > 0) { bits++; ringbuff_size /= 2; } ringbuff_size = 1 << bits; ins->ring_buffer_mask = ringbuff_size - 1; ins->ring_buffer_pos = 0; ins->ring_buffer.resize(ringbuff_size); ins->feedback_buffer.resize(ringbuff_size); ins->feedback_buffer_pos = 0; ins->h = AudioFrame(0, 0); return ins; } void AudioEffectDelay::set_dry(float p_dry) { dry = p_dry; } float AudioEffectDelay::get_dry() { return dry; } void AudioEffectDelay::set_tap1_active(bool p_active) { tap_1_active = p_active; } bool AudioEffectDelay::is_tap1_active() const { return tap_1_active; } void AudioEffectDelay::set_tap1_delay_ms(float p_delay_ms) { tap_1_delay_ms = p_delay_ms; } float AudioEffectDelay::get_tap1_delay_ms() const { return tap_1_delay_ms; } void AudioEffectDelay::set_tap1_level_db(float p_level_db) { tap_1_level = p_level_db; } float AudioEffectDelay::get_tap1_level_db() const { return tap_1_level; } void AudioEffectDelay::set_tap1_pan(float p_pan) { tap_1_pan = p_pan; } float AudioEffectDelay::get_tap1_pan() const { return tap_1_pan; } void AudioEffectDelay::set_tap2_active(bool p_active) { tap_2_active = p_active; } bool AudioEffectDelay::is_tap2_active() const { return tap_2_active; } void AudioEffectDelay::set_tap2_delay_ms(float p_delay_ms) { tap_2_delay_ms = p_delay_ms; } float AudioEffectDelay::get_tap2_delay_ms() const { return tap_2_delay_ms; } void AudioEffectDelay::set_tap2_level_db(float p_level_db) { tap_2_level = p_level_db; } float AudioEffectDelay::get_tap2_level_db() const { return tap_2_level; } void AudioEffectDelay::set_tap2_pan(float p_pan) { tap_2_pan = p_pan; } float AudioEffectDelay::get_tap2_pan() const { return tap_2_pan; } void AudioEffectDelay::set_feedback_active(bool p_active) { feedback_active = p_active; } bool AudioEffectDelay::is_feedback_active() const { return feedback_active; } void AudioEffectDelay::set_feedback_delay_ms(float p_delay_ms) { feedback_delay_ms = p_delay_ms; } float AudioEffectDelay::get_feedback_delay_ms() const { return feedback_delay_ms; } void AudioEffectDelay::set_feedback_level_db(float p_level_db) { feedback_level = p_level_db; } float AudioEffectDelay::get_feedback_level_db() const { return feedback_level; } void AudioEffectDelay::set_feedback_lowpass(float p_lowpass) { feedback_lowpass = p_lowpass; } float AudioEffectDelay::get_feedback_lowpass() const { return feedback_lowpass; } void AudioEffectDelay::_bind_methods() { ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectDelay::set_dry); ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectDelay::get_dry); ClassDB::bind_method(D_METHOD("set_tap1_active", "amount"), &AudioEffectDelay::set_tap1_active); ClassDB::bind_method(D_METHOD("is_tap1_active"), &AudioEffectDelay::is_tap1_active); ClassDB::bind_method(D_METHOD("set_tap1_delay_ms", "amount"), &AudioEffectDelay::set_tap1_delay_ms); ClassDB::bind_method(D_METHOD("get_tap1_delay_ms"), &AudioEffectDelay::get_tap1_delay_ms); ClassDB::bind_method(D_METHOD("set_tap1_level_db", "amount"), &AudioEffectDelay::set_tap1_level_db); ClassDB::bind_method(D_METHOD("get_tap1_level_db"), &AudioEffectDelay::get_tap1_level_db); ClassDB::bind_method(D_METHOD("set_tap1_pan", "amount"), &AudioEffectDelay::set_tap1_pan); ClassDB::bind_method(D_METHOD("get_tap1_pan"), &AudioEffectDelay::get_tap1_pan); ClassDB::bind_method(D_METHOD("set_tap2_active", "amount"), &AudioEffectDelay::set_tap2_active); ClassDB::bind_method(D_METHOD("is_tap2_active"), &AudioEffectDelay::is_tap2_active); ClassDB::bind_method(D_METHOD("set_tap2_delay_ms", "amount"), &AudioEffectDelay::set_tap2_delay_ms); ClassDB::bind_method(D_METHOD("get_tap2_delay_ms"), &AudioEffectDelay::get_tap2_delay_ms); ClassDB::bind_method(D_METHOD("set_tap2_level_db", "amount"), &AudioEffectDelay::set_tap2_level_db); ClassDB::bind_method(D_METHOD("get_tap2_level_db"), &AudioEffectDelay::get_tap2_level_db); ClassDB::bind_method(D_METHOD("set_tap2_pan", "amount"), &AudioEffectDelay::set_tap2_pan); ClassDB::bind_method(D_METHOD("get_tap2_pan"), &AudioEffectDelay::get_tap2_pan); ClassDB::bind_method(D_METHOD("set_feedback_active", "amount"), &AudioEffectDelay::set_feedback_active); ClassDB::bind_method(D_METHOD("is_feedback_active"), &AudioEffectDelay::is_feedback_active); ClassDB::bind_method(D_METHOD("set_feedback_delay_ms", "amount"), &AudioEffectDelay::set_feedback_delay_ms); ClassDB::bind_method(D_METHOD("get_feedback_delay_ms"), &AudioEffectDelay::get_feedback_delay_ms); ClassDB::bind_method(D_METHOD("set_feedback_level_db", "amount"), &AudioEffectDelay::set_feedback_level_db); ClassDB::bind_method(D_METHOD("get_feedback_level_db"), &AudioEffectDelay::get_feedback_level_db); ClassDB::bind_method(D_METHOD("set_feedback_lowpass", "amount"), &AudioEffectDelay::set_feedback_lowpass); ClassDB::bind_method(D_METHOD("get_feedback_lowpass"), &AudioEffectDelay::get_feedback_lowpass); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap1/active"), "set_tap1_active", "is_tap1_active"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap1_delay_ms", "get_tap1_delay_ms"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap1_level_db", "get_tap1_level_db"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap1_pan", "get_tap1_pan"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap2/active"), "set_tap2_active", "is_tap2_active"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap2_delay_ms", "get_tap2_delay_ms"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap2_level_db", "get_tap2_level_db"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap2_pan", "get_tap2_pan"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feedback/active"), "set_feedback_active", "is_feedback_active"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_feedback_delay_ms", "get_feedback_delay_ms"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_feedback_level_db", "get_feedback_level_db"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/lowpass", PROPERTY_HINT_RANGE, "1,16000,1"), "set_feedback_lowpass", "get_feedback_lowpass"); } AudioEffectDelay::AudioEffectDelay() { tap_1_active = true; tap_1_delay_ms = 250; tap_1_level = -6; tap_1_pan = 0.2; tap_2_active = true; tap_2_delay_ms = 500; tap_2_level = -12; tap_2_pan = -0.4; feedback_active = false; feedback_delay_ms = 340; feedback_level = -6; feedback_lowpass = 16000; dry = 1.0; }