/*************************************************************************/ /* audio_effect_stereo_enhance.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef AUDIO_EFFECT_STEREO_ENHANCE_H #define AUDIO_EFFECT_STEREO_ENHANCE_H #include "servers/audio/audio_effect.h" class AudioEffectStereoEnhance; class AudioEffectStereoEnhanceInstance : public AudioEffectInstance { GDCLASS(AudioEffectStereoEnhanceInstance, AudioEffectInstance); friend class AudioEffectStereoEnhance; Ref base; enum { MAX_DELAY_MS = 50 }; float *delay_ringbuff; unsigned int ringbuff_pos; unsigned int ringbuff_mask; public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); ~AudioEffectStereoEnhanceInstance(); }; class AudioEffectStereoEnhance : public AudioEffect { GDCLASS(AudioEffectStereoEnhance, AudioEffect); friend class AudioEffectStereoEnhanceInstance; float volume_db; float pan_pullout; float time_pullout; float surround; protected: static void _bind_methods(); public: Ref instance(); void set_pan_pullout(float p_amount); float get_pan_pullout() const; void set_time_pullout(float p_amount); float get_time_pullout() const; void set_surround(float p_amount); float get_surround() const; AudioEffectStereoEnhance(); }; #endif // AUDIO_EFFECT_STEREO_ENHANCE_H