325 lines
12 KiB
C++
325 lines
12 KiB
C++
/*************************************************************************/
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/* audio_effect_delay.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "audio_effect_delay.h"
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#include "core/math/math_funcs.h"
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#include "servers/audio_server.h"
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void AudioEffectDelayInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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int todo = p_frame_count;
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while (todo) {
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int to_mix = MIN(todo, 256); //can't mix too much
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_process_chunk(p_src_frames, p_dst_frames, to_mix);
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p_src_frames += to_mix;
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p_dst_frames += to_mix;
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todo -= to_mix;
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}
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}
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void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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float main_level_f = base->dry;
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float mix_rate = AudioServer::get_singleton()->get_mix_rate();
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float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0;
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int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate);
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;
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float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0;
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int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate);
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;
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float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0;
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unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate);
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;
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AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f);
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tap1_vol.l *= CLAMP(1.0 - base->tap_1_pan, 0, 1);
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tap1_vol.r *= CLAMP(1.0 + base->tap_1_pan, 0, 1);
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AudioFrame tap2_vol = AudioFrame(tap_2_level_f, tap_2_level_f);
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tap2_vol.l *= CLAMP(1.0 - base->tap_2_pan, 0, 1);
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tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
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// feedback lowpass here
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float lpf_c = expf(-Math_TAU * base->feedback_lowpass / mix_rate); // 0 .. 10khz
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float lpf_ic = 1.0 - lpf_c;
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const AudioFrame *src = p_src_frames;
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AudioFrame *dst = p_dst_frames;
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AudioFrame *rb_buf = ring_buffer.ptrw();
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AudioFrame *fb_buf = feedback_buffer.ptrw();
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for (int i = 0; i < p_frame_count; i++) {
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rb_buf[ring_buffer_pos & ring_buffer_mask] = src[i];
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AudioFrame main_val = src[i] * main_level_f;
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AudioFrame tap_1_val = rb_buf[(ring_buffer_pos - tap_1_delay_frames) & ring_buffer_mask] * tap1_vol;
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AudioFrame tap_2_val = rb_buf[(ring_buffer_pos - tap_2_delay_frames) & ring_buffer_mask] * tap2_vol;
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AudioFrame out = main_val + tap_1_val + tap_2_val;
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out += fb_buf[feedback_buffer_pos];
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//apply lowpass and feedback gain
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AudioFrame fb_in = out * feedback_level_f * lpf_ic + h * lpf_c;
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fb_in.undenormalise(); //avoid denormals
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h = fb_in;
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fb_buf[feedback_buffer_pos] = fb_in;
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dst[i] = out;
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ring_buffer_pos++;
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if ((++feedback_buffer_pos) >= feedback_delay_frames) {
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feedback_buffer_pos = 0;
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}
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}
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}
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Ref<AudioEffectInstance> AudioEffectDelay::instantiate() {
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Ref<AudioEffectDelayInstance> ins;
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ins.instantiate();
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ins->base = Ref<AudioEffectDelay>(this);
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float ring_buffer_max_size = MAX_DELAY_MS + 100; //add 100ms of extra room, just in case
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ring_buffer_max_size /= 1000.0; //convert to seconds
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ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
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int ringbuff_size = ring_buffer_max_size;
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int bits = 0;
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while (ringbuff_size > 0) {
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bits++;
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ringbuff_size /= 2;
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}
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ringbuff_size = 1 << bits;
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ins->ring_buffer_mask = ringbuff_size - 1;
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ins->ring_buffer_pos = 0;
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ins->ring_buffer.resize(ringbuff_size);
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ins->feedback_buffer.resize(ringbuff_size);
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ins->feedback_buffer_pos = 0;
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ins->h = AudioFrame(0, 0);
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return ins;
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}
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void AudioEffectDelay::set_dry(float p_dry) {
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dry = p_dry;
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}
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float AudioEffectDelay::get_dry() {
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return dry;
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}
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void AudioEffectDelay::set_tap1_active(bool p_active) {
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tap_1_active = p_active;
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}
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bool AudioEffectDelay::is_tap1_active() const {
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return tap_1_active;
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}
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void AudioEffectDelay::set_tap1_delay_ms(float p_delay_ms) {
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tap_1_delay_ms = p_delay_ms;
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}
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float AudioEffectDelay::get_tap1_delay_ms() const {
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return tap_1_delay_ms;
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}
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void AudioEffectDelay::set_tap1_level_db(float p_level_db) {
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tap_1_level = p_level_db;
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}
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float AudioEffectDelay::get_tap1_level_db() const {
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return tap_1_level;
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}
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void AudioEffectDelay::set_tap1_pan(float p_pan) {
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tap_1_pan = p_pan;
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}
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float AudioEffectDelay::get_tap1_pan() const {
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return tap_1_pan;
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}
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void AudioEffectDelay::set_tap2_active(bool p_active) {
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tap_2_active = p_active;
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}
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bool AudioEffectDelay::is_tap2_active() const {
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return tap_2_active;
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}
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void AudioEffectDelay::set_tap2_delay_ms(float p_delay_ms) {
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tap_2_delay_ms = p_delay_ms;
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}
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float AudioEffectDelay::get_tap2_delay_ms() const {
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return tap_2_delay_ms;
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}
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void AudioEffectDelay::set_tap2_level_db(float p_level_db) {
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tap_2_level = p_level_db;
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}
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float AudioEffectDelay::get_tap2_level_db() const {
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return tap_2_level;
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}
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void AudioEffectDelay::set_tap2_pan(float p_pan) {
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tap_2_pan = p_pan;
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}
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float AudioEffectDelay::get_tap2_pan() const {
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return tap_2_pan;
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}
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void AudioEffectDelay::set_feedback_active(bool p_active) {
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feedback_active = p_active;
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}
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bool AudioEffectDelay::is_feedback_active() const {
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return feedback_active;
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}
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void AudioEffectDelay::set_feedback_delay_ms(float p_delay_ms) {
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feedback_delay_ms = p_delay_ms;
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}
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float AudioEffectDelay::get_feedback_delay_ms() const {
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return feedback_delay_ms;
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}
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void AudioEffectDelay::set_feedback_level_db(float p_level_db) {
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feedback_level = p_level_db;
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}
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float AudioEffectDelay::get_feedback_level_db() const {
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return feedback_level;
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}
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void AudioEffectDelay::set_feedback_lowpass(float p_lowpass) {
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feedback_lowpass = p_lowpass;
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}
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float AudioEffectDelay::get_feedback_lowpass() const {
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return feedback_lowpass;
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}
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void AudioEffectDelay::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectDelay::set_dry);
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ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectDelay::get_dry);
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ClassDB::bind_method(D_METHOD("set_tap1_active", "amount"), &AudioEffectDelay::set_tap1_active);
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ClassDB::bind_method(D_METHOD("is_tap1_active"), &AudioEffectDelay::is_tap1_active);
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ClassDB::bind_method(D_METHOD("set_tap1_delay_ms", "amount"), &AudioEffectDelay::set_tap1_delay_ms);
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ClassDB::bind_method(D_METHOD("get_tap1_delay_ms"), &AudioEffectDelay::get_tap1_delay_ms);
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ClassDB::bind_method(D_METHOD("set_tap1_level_db", "amount"), &AudioEffectDelay::set_tap1_level_db);
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ClassDB::bind_method(D_METHOD("get_tap1_level_db"), &AudioEffectDelay::get_tap1_level_db);
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ClassDB::bind_method(D_METHOD("set_tap1_pan", "amount"), &AudioEffectDelay::set_tap1_pan);
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ClassDB::bind_method(D_METHOD("get_tap1_pan"), &AudioEffectDelay::get_tap1_pan);
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ClassDB::bind_method(D_METHOD("set_tap2_active", "amount"), &AudioEffectDelay::set_tap2_active);
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ClassDB::bind_method(D_METHOD("is_tap2_active"), &AudioEffectDelay::is_tap2_active);
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ClassDB::bind_method(D_METHOD("set_tap2_delay_ms", "amount"), &AudioEffectDelay::set_tap2_delay_ms);
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ClassDB::bind_method(D_METHOD("get_tap2_delay_ms"), &AudioEffectDelay::get_tap2_delay_ms);
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ClassDB::bind_method(D_METHOD("set_tap2_level_db", "amount"), &AudioEffectDelay::set_tap2_level_db);
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ClassDB::bind_method(D_METHOD("get_tap2_level_db"), &AudioEffectDelay::get_tap2_level_db);
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ClassDB::bind_method(D_METHOD("set_tap2_pan", "amount"), &AudioEffectDelay::set_tap2_pan);
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ClassDB::bind_method(D_METHOD("get_tap2_pan"), &AudioEffectDelay::get_tap2_pan);
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ClassDB::bind_method(D_METHOD("set_feedback_active", "amount"), &AudioEffectDelay::set_feedback_active);
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ClassDB::bind_method(D_METHOD("is_feedback_active"), &AudioEffectDelay::is_feedback_active);
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ClassDB::bind_method(D_METHOD("set_feedback_delay_ms", "amount"), &AudioEffectDelay::set_feedback_delay_ms);
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ClassDB::bind_method(D_METHOD("get_feedback_delay_ms"), &AudioEffectDelay::get_feedback_delay_ms);
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ClassDB::bind_method(D_METHOD("set_feedback_level_db", "amount"), &AudioEffectDelay::set_feedback_level_db);
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ClassDB::bind_method(D_METHOD("get_feedback_level_db"), &AudioEffectDelay::get_feedback_level_db);
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ClassDB::bind_method(D_METHOD("set_feedback_lowpass", "amount"), &AudioEffectDelay::set_feedback_lowpass);
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ClassDB::bind_method(D_METHOD("get_feedback_lowpass"), &AudioEffectDelay::get_feedback_lowpass);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap1/active"), "set_tap1_active", "is_tap1_active");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap1_delay_ms", "get_tap1_delay_ms");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap1_level_db", "get_tap1_level_db");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap1_pan", "get_tap1_pan");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap2/active"), "set_tap2_active", "is_tap2_active");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap2_delay_ms", "get_tap2_delay_ms");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap2_level_db", "get_tap2_level_db");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap2_pan", "get_tap2_pan");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feedback/active"), "set_feedback_active", "is_feedback_active");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_feedback_delay_ms", "get_feedback_delay_ms");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_feedback_level_db", "get_feedback_level_db");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/lowpass", PROPERTY_HINT_RANGE, "1,16000,1"), "set_feedback_lowpass", "get_feedback_lowpass");
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}
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AudioEffectDelay::AudioEffectDelay() {
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tap_1_active = true;
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tap_1_delay_ms = 250;
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tap_1_level = -6;
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tap_1_pan = 0.2;
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tap_2_active = true;
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tap_2_delay_ms = 500;
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tap_2_level = -12;
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tap_2_pan = -0.4;
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feedback_active = false;
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feedback_delay_ms = 340;
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feedback_level = -6;
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feedback_lowpass = 16000;
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dry = 1.0;
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}
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