97 lines
3.8 KiB
C++
97 lines
3.8 KiB
C++
/*************************************************************************/
|
|
/* audio_effect_eq.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2017 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. */
|
|
/*************************************************************************/
|
|
#ifndef AUDIOEFFECTEQ_H
|
|
#define AUDIOEFFECTEQ_H
|
|
|
|
#include "servers/audio/audio_effect.h"
|
|
#include "servers/audio/effects/eq.h"
|
|
|
|
class AudioEffectEQ;
|
|
|
|
class AudioEffectEQInstance : public AudioEffectInstance {
|
|
GDCLASS(AudioEffectEQInstance, AudioEffectInstance)
|
|
friend class AudioEffectEQ;
|
|
Ref<AudioEffectEQ> base;
|
|
|
|
Vector<EQ::BandProcess> bands[2];
|
|
Vector<float> gains;
|
|
|
|
public:
|
|
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
|
|
};
|
|
|
|
class AudioEffectEQ : public AudioEffect {
|
|
GDCLASS(AudioEffectEQ, AudioEffect)
|
|
|
|
friend class AudioEffectEQInstance;
|
|
|
|
EQ eq;
|
|
Vector<float> gain;
|
|
Map<StringName, int> prop_band_map;
|
|
Vector<String> band_names;
|
|
|
|
protected:
|
|
bool _set(const StringName &p_name, const Variant &p_value);
|
|
bool _get(const StringName &p_name, Variant &r_ret) const;
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
Ref<AudioEffectInstance> instance();
|
|
void set_band_gain_db(int p_band, float p_volume);
|
|
float get_band_gain_db(int p_band) const;
|
|
int get_band_count() const;
|
|
|
|
AudioEffectEQ(EQ::Preset p_preset = EQ::PRESET_6_BANDS);
|
|
};
|
|
|
|
class AudioEffectEQ6 : public AudioEffectEQ {
|
|
GDCLASS(AudioEffectEQ6, AudioEffectEQ)
|
|
public:
|
|
AudioEffectEQ6() :
|
|
AudioEffectEQ(EQ::PRESET_6_BANDS) {}
|
|
};
|
|
|
|
class AudioEffectEQ10 : public AudioEffectEQ {
|
|
GDCLASS(AudioEffectEQ10, AudioEffectEQ)
|
|
public:
|
|
AudioEffectEQ10() :
|
|
AudioEffectEQ(EQ::PRESET_10_BANDS) {}
|
|
};
|
|
|
|
class AudioEffectEQ21 : public AudioEffectEQ {
|
|
GDCLASS(AudioEffectEQ21, AudioEffectEQ)
|
|
public:
|
|
AudioEffectEQ21() :
|
|
AudioEffectEQ(EQ::PRESET_21_BANDS) {}
|
|
};
|
|
|
|
#endif // AUDIOEFFECTEQ_H
|