virtualx-engine/servers/audio/effects/audio_effect_reverb.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

97 lines
3.7 KiB
C++

/**************************************************************************/
/* audio_effect_reverb.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_REVERB_H
#define AUDIO_EFFECT_REVERB_H
#include "servers/audio/audio_effect.h"
#include "servers/audio/effects/reverb_filter.h"
class AudioEffectReverb;
class AudioEffectReverbInstance : public AudioEffectInstance {
GDCLASS(AudioEffectReverbInstance, AudioEffectInstance);
Ref<AudioEffectReverb> base;
float tmp_src[Reverb::INPUT_BUFFER_MAX_SIZE];
float tmp_dst[Reverb::INPUT_BUFFER_MAX_SIZE];
friend class AudioEffectReverb;
Reverb reverb[2];
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
AudioEffectReverbInstance();
};
class AudioEffectReverb : public AudioEffect {
GDCLASS(AudioEffectReverb, AudioEffect);
friend class AudioEffectReverbInstance;
float predelay;
float predelay_fb;
float hpf;
float room_size;
float damping;
float spread;
float dry;
float wet;
protected:
static void _bind_methods();
public:
void set_predelay_msec(float p_msec);
void set_predelay_feedback(float p_feedback);
void set_room_size(float p_size);
void set_damping(float p_damping);
void set_spread(float p_spread);
void set_dry(float p_dry);
void set_wet(float p_wet);
void set_hpf(float p_hpf);
float get_predelay_msec() const;
float get_predelay_feedback() const;
float get_room_size() const;
float get_damping() const;
float get_spread() const;
float get_dry() const;
float get_wet() const;
float get_hpf() const;
Ref<AudioEffectInstance> instance();
AudioEffectReverb();
};
#endif // AUDIO_EFFECT_REVERB_H