0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
109 lines
3.4 KiB
C++
109 lines
3.4 KiB
C++
/*************************************************************************/
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/* eq.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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// Author: reduzio@gmail.com (C) 2006
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#ifndef EQ_FILTER_H
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#define EQ_FILTER_H
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#include "core/typedefs.h"
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#include "core/vector.h"
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/**
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@author Juan Linietsky
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*/
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class EQ {
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public:
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enum Preset {
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PRESET_6_BANDS,
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PRESET_8_BANDS,
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PRESET_10_BANDS,
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PRESET_21_BANDS,
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PRESET_31_BANDS
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};
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class BandProcess {
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friend class EQ;
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float c1, c2, c3;
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struct History {
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float a1, a2, a3;
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float b1, b2, b3;
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} history;
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public:
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inline void process_one(float &p_data);
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BandProcess();
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};
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private:
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struct Band {
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float freq;
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float c1, c2, c3;
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};
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Vector<Band> band;
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float mix_rate;
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void recalculate_band_coefficients();
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public:
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void set_mix_rate(float p_mix_rate);
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int get_band_count() const;
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void set_preset_band_mode(Preset p_preset);
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void set_bands(const Vector<float> &p_bands);
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BandProcess get_band_processor(int p_band) const;
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float get_band_frequency(int p_band);
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EQ();
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~EQ();
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};
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/* Inline Function */
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inline void EQ::BandProcess::process_one(float &p_data) {
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history.a1 = p_data;
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history.b1 = c1 * (history.a1 - history.a3) + c3 * history.b2 - c2 * history.b3;
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p_data = history.b1;
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history.a3 = history.a2;
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history.a2 = history.a1;
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history.b3 = history.b2;
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history.b2 = history.b1;
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}
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#endif
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