/**************************************************************************/ /* audio_effect.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_EFFECT_H #define AUDIO_EFFECT_H #include "core/io/resource.h" #include "core/math/audio_frame.h" #include "core/object/gdvirtual.gen.inc" #include "core/object/script_language.h" #include "core/variant/native_ptr.h" class AudioEffectInstance : public RefCounted { GDCLASS(AudioEffectInstance, RefCounted); protected: GDVIRTUAL3(_process, GDExtensionConstPtr<AudioFrame>, GDExtensionPtr<AudioFrame>, int) GDVIRTUAL0RC(bool, _process_silence) static void _bind_methods(); public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); virtual bool process_silence() const; }; class AudioEffect : public Resource { GDCLASS(AudioEffect, Resource); protected: GDVIRTUAL0R(Ref<AudioEffectInstance>, _instantiate) static void _bind_methods(); public: virtual Ref<AudioEffectInstance> instantiate(); AudioEffect(); }; #endif // AUDIO_EFFECT_H