0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
137 lines
4.4 KiB
C++
137 lines
4.4 KiB
C++
/*************************************************************************/
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/* audio_effect_chorus.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIOEFFECTCHORUS_H
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#define AUDIOEFFECTCHORUS_H
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#include "servers/audio/audio_effect.h"
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class AudioEffectChorus;
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class AudioEffectChorusInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectChorusInstance, AudioEffectInstance);
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friend class AudioEffectChorus;
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Ref<AudioEffectChorus> base;
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Vector<AudioFrame> audio_buffer;
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unsigned int buffer_pos;
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unsigned int buffer_mask;
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AudioFrame filter_h[4];
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uint64_t cycles[4];
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void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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public:
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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};
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class AudioEffectChorus : public AudioEffect {
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GDCLASS(AudioEffectChorus, AudioEffect);
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friend class AudioEffectChorusInstance;
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public:
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enum {
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MAX_DELAY_MS = 50,
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MAX_DEPTH_MS = 20,
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MAX_WIDTH_MS = 50,
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MAX_VOICES = 4,
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CYCLES_FRAC = 16,
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CYCLES_MASK = (1 << CYCLES_FRAC) - 1,
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MAX_CHANNELS = 4,
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MS_CUTOFF_MAX = 16000
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};
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private:
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struct Voice {
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float delay;
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float rate;
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float depth;
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float level;
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float cutoff;
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float pan;
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Voice() {
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delay = 12.0;
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rate = 1;
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depth = 0;
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level = 0;
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cutoff = MS_CUTOFF_MAX;
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pan = 0;
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}
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} voice[MAX_VOICES];
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int voice_count;
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float wet;
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float dry;
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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public:
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void set_voice_count(int p_voices);
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int get_voice_count() const;
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void set_voice_delay_ms(int p_voice, float p_delay_ms);
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float get_voice_delay_ms(int p_voice) const;
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void set_voice_rate_hz(int p_voice, float p_rate_hz);
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float get_voice_rate_hz(int p_voice) const;
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void set_voice_depth_ms(int p_voice, float p_depth_ms);
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float get_voice_depth_ms(int p_voice) const;
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void set_voice_level_db(int p_voice, float p_level_db);
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float get_voice_level_db(int p_voice) const;
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void set_voice_cutoff_hz(int p_voice, float p_cutoff_hz);
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float get_voice_cutoff_hz(int p_voice) const;
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void set_voice_pan(int p_voice, float p_pan);
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float get_voice_pan(int p_voice) const;
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void set_wet(float amount);
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float get_wet() const;
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void set_dry(float amount);
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float get_dry() const;
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Ref<AudioEffectInstance> instance();
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AudioEffectChorus();
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};
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#endif // AUDIOEFFECTCHORUS_H
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