90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
65 lines
3 KiB
C++
65 lines
3 KiB
C++
/*************************************************************************/
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/* audio_effect.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 AUDIO_EFFECT_H
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#define AUDIO_EFFECT_H
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#include "core/io/resource.h"
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#include "core/math/audio_frame.h"
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#include "core/object/gdvirtual.gen.inc"
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#include "core/object/script_language.h"
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#include "core/variant/native_ptr.h"
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class AudioEffectInstance : public RefCounted {
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GDCLASS(AudioEffectInstance, RefCounted);
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protected:
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GDVIRTUAL3(_process, GDNativeConstPtr<AudioFrame>, GDNativePtr<AudioFrame>, int)
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GDVIRTUAL0RC(bool, _process_silence)
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static void _bind_methods();
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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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virtual bool process_silence() const;
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};
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class AudioEffect : public Resource {
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GDCLASS(AudioEffect, Resource);
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protected:
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GDVIRTUAL0R(Ref<AudioEffectInstance>, _instantiate)
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static void _bind_methods();
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public:
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virtual Ref<AudioEffectInstance> instantiate();
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AudioEffect();
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};
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#endif // AUDIO_EFFECT_H
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