virtualx-engine/servers/audio/effects/audio_effect_eq.cpp
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

142 lines
5 KiB
C++

/*************************************************************************/
/* audio_effect_eq.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#include "audio_effect_eq.h"
#include "servers/audio_server.h"
void AudioEffectEQInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
int band_count = bands[0].size();
EQ::BandProcess *proc_l = bands[0].ptrw();
EQ::BandProcess *proc_r = bands[1].ptrw();
float *bgain = gains.ptrw();
for (int i = 0; i < band_count; i++) {
bgain[i] = Math::db2linear(base->gain[i]);
}
for (int i = 0; i < p_frame_count; i++) {
AudioFrame src = p_src_frames[i];
AudioFrame dst = AudioFrame(0, 0);
for (int j = 0; j < band_count; j++) {
float l = src.l;
float r = src.r;
proc_l[j].process_one(l);
proc_r[j].process_one(r);
dst.l += l * bgain[j];
dst.r += r * bgain[j];
}
p_dst_frames[i] = dst;
}
}
Ref<AudioEffectInstance> AudioEffectEQ::instance() {
Ref<AudioEffectEQInstance> ins;
ins.instance();
ins->base = Ref<AudioEffectEQ>(this);
ins->gains.resize(eq.get_band_count());
for (int i = 0; i < 2; i++) {
ins->bands[i].resize(eq.get_band_count());
for (int j = 0; j < ins->bands[i].size(); j++) {
ins->bands[i][j] = eq.get_band_processor(j);
}
}
return ins;
}
void AudioEffectEQ::set_band_gain_db(int p_band, float p_volume) {
ERR_FAIL_INDEX(p_band, gain.size());
gain[p_band] = p_volume;
}
float AudioEffectEQ::get_band_gain_db(int p_band) const {
ERR_FAIL_INDEX_V(p_band, gain.size(), 0);
return gain[p_band];
}
int AudioEffectEQ::get_band_count() const {
return gain.size();
}
bool AudioEffectEQ::_set(const StringName &p_name, const Variant &p_value) {
const Map<StringName, int>::Element *E = prop_band_map.find(p_name);
if (E) {
set_band_gain_db(E->get(), p_value);
return true;
}
return false;
}
bool AudioEffectEQ::_get(const StringName &p_name, Variant &r_ret) const {
const Map<StringName, int>::Element *E = prop_band_map.find(p_name);
if (E) {
r_ret = get_band_gain_db(E->get());
return true;
}
return false;
}
void AudioEffectEQ::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < band_names.size(); i++) {
p_list->push_back(PropertyInfo(Variant::REAL, band_names[i], PROPERTY_HINT_RANGE, "-60,24,0.1"));
}
}
void AudioEffectEQ::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_band_gain_db", "band_idx", "volume_db"), &AudioEffectEQ::set_band_gain_db);
ClassDB::bind_method(D_METHOD("get_band_gain_db", "band_idx"), &AudioEffectEQ::get_band_gain_db);
ClassDB::bind_method(D_METHOD("get_band_count"), &AudioEffectEQ::get_band_count);
}
AudioEffectEQ::AudioEffectEQ(EQ::Preset p_preset) {
eq.set_mix_rate(AudioServer::get_singleton()->get_mix_rate());
eq.set_preset_band_mode(p_preset);
gain.resize(eq.get_band_count());
for (int i = 0; i < gain.size(); i++) {
gain[i] = 0.0;
String name = "band_db/" + itos(eq.get_band_frequency(i)) + "_hz";
prop_band_map[name] = i;
band_names.push_back(name);
}
}