/*************************************************************************/ /* audio_effect_delay.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #ifndef AUDIOEFFECTDELAY_H #define AUDIOEFFECTDELAY_H #include "servers/audio/audio_effect.h" class AudioEffectDelay; class AudioEffectDelayInstance : public AudioEffectInstance { GDCLASS(AudioEffectDelayInstance, AudioEffectInstance); friend class AudioEffectDelay; Ref base; Vector ring_buffer; unsigned int ring_buffer_pos; unsigned int ring_buffer_mask; /* feedback buffer */ Vector feedback_buffer; unsigned int feedback_buffer_pos; AudioFrame h; void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); }; class AudioEffectDelay : public AudioEffect { GDCLASS(AudioEffectDelay, AudioEffect); friend class AudioEffectDelayInstance; enum { MAX_DELAY_MS = 3000, MAX_TAPS = 2 }; float dry; bool tap_1_active; float tap_1_delay_ms; float tap_1_level; float tap_1_pan; bool tap_2_active; float tap_2_delay_ms; float tap_2_level; float tap_2_pan; bool feedback_active; float feedback_delay_ms; float feedback_level; float feedback_lowpass; protected: static void _bind_methods(); public: void set_dry(float p_dry); float get_dry(); void set_tap1_active(bool p_active); bool is_tap1_active() const; void set_tap1_delay_ms(float p_delay_ms); float get_tap1_delay_ms() const; void set_tap1_level_db(float p_level_db); float get_tap1_level_db() const; void set_tap1_pan(float p_pan); float get_tap1_pan() const; void set_tap2_active(bool p_active); bool is_tap2_active() const; void set_tap2_delay_ms(float p_delay_ms); float get_tap2_delay_ms() const; void set_tap2_level_db(float p_level_db); float get_tap2_level_db() const; void set_tap2_pan(float p_pan); float get_tap2_pan() const; void set_feedback_active(bool p_active); bool is_feedback_active() const; void set_feedback_delay_ms(float p_delay_ms); float get_feedback_delay_ms() const; void set_feedback_level_db(float p_level_db); float get_feedback_level_db() const; void set_feedback_lowpass(float p_lowpass); float get_feedback_lowpass() const; Ref instance(); AudioEffectDelay(); }; #endif // AUDIOEFFECTDELAY_H