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-rw-r--r--servers/audio/audio_driver_dummy.cpp6
-rw-r--r--servers/audio/audio_driver_dummy.h6
-rw-r--r--servers/audio/audio_effect.cpp35
-rw-r--r--servers/audio/audio_effect.h22
-rw-r--r--servers/audio/audio_filter_sw.cpp13
-rw-r--r--servers/audio/audio_filter_sw.h40
-rw-r--r--servers/audio/audio_rb_resampler.cpp4
-rw-r--r--servers/audio/audio_rb_resampler.h8
-rw-r--r--servers/audio/audio_stream.cpp403
-rw-r--r--servers/audio/audio_stream.h100
-rw-r--r--servers/audio/effects/audio_effect_amplify.cpp6
-rw-r--r--servers/audio/effects/audio_effect_amplify.h4
-rw-r--r--servers/audio/effects/audio_effect_capture.cpp4
-rw-r--r--servers/audio/effects/audio_effect_capture.h4
-rw-r--r--servers/audio/effects/audio_effect_chorus.cpp4
-rw-r--r--servers/audio/effects/audio_effect_chorus.h4
-rw-r--r--servers/audio/effects/audio_effect_compressor.cpp4
-rw-r--r--servers/audio/effects/audio_effect_compressor.h4
-rw-r--r--servers/audio/effects/audio_effect_delay.cpp7
-rw-r--r--servers/audio/effects/audio_effect_delay.h4
-rw-r--r--servers/audio/effects/audio_effect_distortion.cpp4
-rw-r--r--servers/audio/effects/audio_effect_distortion.h4
-rw-r--r--servers/audio/effects/audio_effect_eq.cpp12
-rw-r--r--servers/audio/effects/audio_effect_eq.h6
-rw-r--r--servers/audio/effects/audio_effect_filter.cpp4
-rw-r--r--servers/audio/effects/audio_effect_filter.h4
-rw-r--r--servers/audio/effects/audio_effect_limiter.cpp4
-rw-r--r--servers/audio/effects/audio_effect_limiter.h4
-rw-r--r--servers/audio/effects/audio_effect_panner.cpp4
-rw-r--r--servers/audio/effects/audio_effect_panner.h4
-rw-r--r--servers/audio/effects/audio_effect_phaser.cpp4
-rw-r--r--servers/audio/effects/audio_effect_phaser.h4
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.cpp4
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.h4
-rw-r--r--servers/audio/effects/audio_effect_record.cpp17
-rw-r--r--servers/audio/effects/audio_effect_record.h5
-rw-r--r--servers/audio/effects/audio_effect_reverb.cpp4
-rw-r--r--servers/audio/effects/audio_effect_reverb.h4
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.cpp4
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.h4
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.cpp13
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.h24
-rw-r--r--servers/audio/effects/audio_stream_generator.cpp6
-rw-r--r--servers/audio/effects/audio_stream_generator.h6
-rw-r--r--servers/audio/effects/eq.cpp4
-rw-r--r--servers/audio/effects/eq.h12
-rw-r--r--servers/audio/effects/reverb.cpp6
-rw-r--r--servers/audio/effects/reverb.h17
48 files changed, 622 insertions, 252 deletions
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp
index 47799dce96..635e4601c7 100644
--- a/servers/audio/audio_driver_dummy.cpp
+++ b/servers/audio/audio_driver_dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -54,7 +54,7 @@ Error AudioDriverDummy::init() {
};
void AudioDriverDummy::thread_func(void *p_udata) {
- AudioDriverDummy *ad = (AudioDriverDummy *)p_udata;
+ AudioDriverDummy *ad = static_cast<AudioDriverDummy *>(p_udata);
uint64_t usdelay = (ad->buffer_frames / float(ad->mix_rate)) * 1000000;
diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h
index 7d84e7ffc8..68b523e086 100644
--- a/servers/audio/audio_driver_dummy.h
+++ b/servers/audio/audio_driver_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -40,7 +40,7 @@ class AudioDriverDummy : public AudioDriver {
Thread thread;
Mutex mutex;
- int32_t *samples_in;
+ int32_t *samples_in = nullptr;
static void thread_func(void *p_udata);
diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp
index 3035828c95..f38d0adfb2 100644
--- a/servers/audio/audio_effect.cpp
+++ b/servers/audio/audio_effect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -30,5 +30,36 @@
#include "audio_effect.h"
+void AudioEffectInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
+ if (GDVIRTUAL_REQUIRED_CALL(_process, p_src_frames, p_dst_frames, p_frame_count)) {
+ return;
+ }
+}
+bool AudioEffectInstance::process_silence() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_process_silence, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void AudioEffectInstance::_bind_methods() {
+ GDVIRTUAL_BIND(_process, "src_buffer", "dst_buffer", "frame_count");
+ GDVIRTUAL_BIND(_process_silence);
+}
+
+////
+
+Ref<AudioEffectInstance> AudioEffect::instantiate() {
+ Ref<AudioEffectInstance> ret;
+ if (GDVIRTUAL_REQUIRED_CALL(_instantiate, ret)) {
+ return ret;
+ }
+ return Ref<AudioEffectInstance>();
+}
+void AudioEffect::_bind_methods() {
+ GDVIRTUAL_BIND(_instantiate);
+}
+
AudioEffect::AudioEffect() {
}
diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h
index bea7292b8e..3a0578679d 100644
--- a/servers/audio/audio_effect.h
+++ b/servers/audio/audio_effect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -33,20 +33,32 @@
#include "core/io/resource.h"
#include "core/math/audio_frame.h"
+#include "core/object/gdvirtual.gen.inc"
+#include "core/object/script_language.h"
+#include "core/variant/native_ptr.h"
class AudioEffectInstance : public RefCounted {
GDCLASS(AudioEffectInstance, RefCounted);
+protected:
+ GDVIRTUAL3(_process, GDNativeConstPtr<AudioFrame>, GDNativePtr<AudioFrame>, int)
+ GDVIRTUAL0RC(bool, _process_silence)
+ static void _bind_methods();
+
public:
- virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) = 0;
- virtual bool process_silence() const { return false; }
+ virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
+ virtual bool process_silence() const;
};
class AudioEffect : public Resource {
GDCLASS(AudioEffect, Resource);
+protected:
+ GDVIRTUAL0R(Ref<AudioEffectInstance>, _instantiate)
+ static void _bind_methods();
+
public:
- virtual Ref<AudioEffectInstance> instantiate() = 0;
+ virtual Ref<AudioEffectInstance> instantiate();
AudioEffect();
};
diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp
index b31014bd21..003275f302 100644
--- a/servers/audio/audio_filter_sw.cpp
+++ b/servers/audio/audio_filter_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -211,15 +211,6 @@ float AudioFilterSW::get_response(float p_freq, Coeffs *p_coeffs) {
return H;
}
-AudioFilterSW::AudioFilterSW() {
- sampling_rate = 44100;
- resonance = 0.5;
- cutoff = 5000;
- gain = 1.0;
- mode = LOWPASS;
- stages = 1;
-}
-
AudioFilterSW::Processor::Processor() {
set_filter(nullptr);
}
diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h
index 540d6368e3..e3f8188997 100644
--- a/servers/audio/audio_filter_sw.h
+++ b/servers/audio/audio_filter_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -36,11 +36,11 @@
class AudioFilterSW {
public:
struct Coeffs {
- float a1, a2;
- float b0, b1, b2;
-
- //bool operator==(const Coeffs &p_rv) { return (FLOATS_EQ(a1,p_rv.a1) && FLOATS_EQ(a2,p_rv.a2) && FLOATS_EQ(b1,p_rv.b1) && FLOATS_EQ(b2,p_rv.b2) && FLOATS_EQ(b0,p_rv.b0) ); }
- Coeffs() { a1 = a2 = b0 = b1 = b2 = 0.0; }
+ float a1 = 0.0f;
+ float a2 = 0.0f;
+ float b0 = 0.0f;
+ float b1 = 0.0f;
+ float b2 = 0.0f;
};
enum Mode {
@@ -52,14 +52,16 @@ public:
BANDLIMIT,
LOWSHELF,
HIGHSHELF
-
};
- class Processor { // simple filter processor
-
- AudioFilterSW *filter;
+ class Processor { // Simple filter processor.
+ AudioFilterSW *filter = nullptr;
Coeffs coeffs;
- float ha1, ha2, hb1, hb2; //history
+ // History.
+ float ha1 = 0.0f;
+ float ha2 = 0.0f;
+ float hb1 = 0.0f;
+ float hb2 = 0.0f;
Coeffs incr_coeffs;
public:
@@ -73,12 +75,12 @@ public:
};
private:
- float cutoff;
- float resonance;
- float gain;
- float sampling_rate;
- int stages;
- Mode mode;
+ float cutoff = 5000.0f;
+ float resonance = 0.5f;
+ float gain = 1.0f;
+ float sampling_rate = 44100.0f;
+ int stages = 1;
+ Mode mode = LOWPASS;
public:
float get_response(float p_freq, Coeffs *p_coeffs);
@@ -92,7 +94,7 @@ public:
void prepare_coefficients(Coeffs *p_coeffs);
- AudioFilterSW();
+ AudioFilterSW() {}
};
/* inline methods */
diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp
index b37965a988..0cfba17563 100644
--- a/servers/audio/audio_rb_resampler.cpp
+++ b/servers/audio/audio_rb_resampler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h
index c0f981704b..81ac6332e2 100644
--- a/servers/audio/audio_rb_resampler.h
+++ b/servers/audio/audio_rb_resampler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -55,8 +55,8 @@ struct AudioRBResampler {
MIX_FRAC_MASK = MIX_FRAC_LEN - 1,
};
- float *read_buf;
- float *rb;
+ float *read_buf = nullptr;
+ float *rb = nullptr;
template <int C>
uint32_t _resample(AudioFrame *p_dest, int p_todo, int32_t p_increment);
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index c098a97906..8399a92be9 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -76,10 +76,10 @@ void AudioStreamPlayback::seek(float p_time) {
int AudioStreamPlayback::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
int ret;
- if (GDVIRTUAL_CALL(_mix, p_buffer, p_rate_scale, p_frames, ret)) {
+ if (GDVIRTUAL_REQUIRED_CALL(_mix, p_buffer, p_rate_scale, p_frames, ret)) {
return ret;
}
- WARN_PRINT_ONCE("AudioStreamPlayback::mix unimplemented!");
+
return 0;
}
@@ -94,7 +94,7 @@ void AudioStreamPlayback::_bind_methods() {
}
//////////////////////////////
-void AudioStreamPlaybackResampled::_begin_resample() {
+void AudioStreamPlaybackResampled::begin_resample() {
//clear cubic interpolation history
internal_buffer[0] = AudioFrame(0.0, 0.0);
internal_buffer[1] = AudioFrame(0.0, 0.0);
@@ -105,6 +105,30 @@ void AudioStreamPlaybackResampled::_begin_resample() {
mix_offset = 0;
}
+int AudioStreamPlaybackResampled::_mix_internal(AudioFrame *p_buffer, int p_frames) {
+ int ret;
+ if (GDVIRTUAL_REQUIRED_CALL(_mix_resampled, p_buffer, p_frames, ret)) {
+ return ret;
+ }
+
+ return 0;
+}
+float AudioStreamPlaybackResampled::get_stream_sampling_rate() {
+ float ret;
+ if (GDVIRTUAL_REQUIRED_CALL(_get_stream_sampling_rate, ret)) {
+ return ret;
+ }
+
+ return 0;
+}
+
+void AudioStreamPlaybackResampled::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("begin_resample"), &AudioStreamPlaybackResampled::begin_resample);
+
+ GDVIRTUAL_BIND(_mix_resampled, "dst_buffer", "frame_count");
+ GDVIRTUAL_BIND(_get_stream_sampling_rate);
+}
+
int AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
float target_rate = AudioServer::get_singleton()->get_mix_rate();
float playback_speed_scale = AudioServer::get_singleton()->get_playback_speed_scale();
@@ -200,6 +224,7 @@ bool AudioStream::is_monophonic() const {
void AudioStream::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_length"), &AudioStream::get_length);
ClassDB::bind_method(D_METHOD("is_monophonic"), &AudioStream::is_monophonic);
+ ClassDB::bind_method(D_METHOD("instance_playback"), &AudioStream::instance_playback);
GDVIRTUAL_BIND(_instance_playback);
GDVIRTUAL_BIND(_get_stream_name);
GDVIRTUAL_BIND(_get_length);
@@ -314,7 +339,7 @@ void AudioStreamPlaybackMicrophone::start(float p_from_pos) {
if (AudioDriver::get_singleton()->capture_start() == OK) {
active = true;
- _begin_resample();
+ begin_resample();
}
}
@@ -351,100 +376,366 @@ AudioStreamPlaybackMicrophone::AudioStreamPlaybackMicrophone() {
////////////////////////////////
-void AudioStreamRandomPitch::set_audio_stream(const Ref<AudioStream> &p_audio_stream) {
- audio_stream = p_audio_stream;
- if (audio_stream.is_valid()) {
- for (Set<AudioStreamPlaybackRandomPitch *>::Element *E = playbacks.front(); E; E = E->next()) {
- E->get()->playback = audio_stream->instance_playback();
- }
+void AudioStreamRandomizer::add_stream(int p_index) {
+ if (p_index < 0) {
+ p_index = audio_stream_pool.size();
+ }
+ ERR_FAIL_COND(p_index > audio_stream_pool.size());
+ PoolEntry entry{ nullptr, 1.0f };
+ audio_stream_pool.insert(p_index, entry);
+ emit_signal(SNAME("changed"));
+ notify_property_list_changed();
+}
+
+// p_index_to is relative to the array prior to the removal of from.
+// Example: [0, 1, 2, 3], move(1, 3) => [0, 2, 1, 3]
+void AudioStreamRandomizer::move_stream(int p_index_from, int p_index_to) {
+ ERR_FAIL_INDEX(p_index_from, audio_stream_pool.size());
+ // p_index_to == audio_stream_pool.size() is valid (move to end).
+ ERR_FAIL_COND(p_index_to < 0);
+ ERR_FAIL_COND(p_index_to > audio_stream_pool.size());
+ audio_stream_pool.insert(p_index_to, audio_stream_pool[p_index_from]);
+ // If 'from' is strictly after 'to' we need to increment the index by one because of the insertion.
+ if (p_index_from > p_index_to) {
+ p_index_from++;
}
+ audio_stream_pool.remove_at(p_index_from);
+ emit_signal(SNAME("changed"));
+ notify_property_list_changed();
}
-Ref<AudioStream> AudioStreamRandomPitch::get_audio_stream() const {
- return audio_stream;
+void AudioStreamRandomizer::remove_stream(int p_index) {
+ ERR_FAIL_INDEX(p_index, audio_stream_pool.size());
+ audio_stream_pool.remove_at(p_index);
+ emit_signal(SNAME("changed"));
+ notify_property_list_changed();
}
-void AudioStreamRandomPitch::set_random_pitch(float p_pitch) {
+void AudioStreamRandomizer::set_stream(int p_index, Ref<AudioStream> p_stream) {
+ ERR_FAIL_INDEX(p_index, audio_stream_pool.size());
+ audio_stream_pool.write[p_index].stream = p_stream;
+ emit_signal(SNAME("changed"));
+}
+
+Ref<AudioStream> AudioStreamRandomizer::get_stream(int p_index) const {
+ ERR_FAIL_INDEX_V(p_index, audio_stream_pool.size(), nullptr);
+ return audio_stream_pool[p_index].stream;
+}
+
+void AudioStreamRandomizer::set_stream_probability_weight(int p_index, float p_weight) {
+ ERR_FAIL_INDEX(p_index, audio_stream_pool.size());
+ audio_stream_pool.write[p_index].weight = p_weight;
+ emit_signal(SNAME("changed"));
+}
+
+float AudioStreamRandomizer::get_stream_probability_weight(int p_index) const {
+ ERR_FAIL_INDEX_V(p_index, audio_stream_pool.size(), 0);
+ return audio_stream_pool[p_index].weight;
+}
+
+void AudioStreamRandomizer::set_streams_count(int p_count) {
+ audio_stream_pool.resize(p_count);
+}
+
+int AudioStreamRandomizer::get_streams_count() const {
+ return audio_stream_pool.size();
+}
+
+void AudioStreamRandomizer::set_random_pitch(float p_pitch) {
if (p_pitch < 1) {
p_pitch = 1;
}
- random_pitch = p_pitch;
+ random_pitch_scale = p_pitch;
}
-float AudioStreamRandomPitch::get_random_pitch() const {
- return random_pitch;
+float AudioStreamRandomizer::get_random_pitch() const {
+ return random_pitch_scale;
}
-Ref<AudioStreamPlayback> AudioStreamRandomPitch::instance_playback() {
- Ref<AudioStreamPlaybackRandomPitch> playback;
+void AudioStreamRandomizer::set_random_volume_offset_db(float p_volume_offset_db) {
+ if (p_volume_offset_db < 0) {
+ p_volume_offset_db = 0;
+ }
+ random_volume_offset_db = p_volume_offset_db;
+}
+
+float AudioStreamRandomizer::get_random_volume_offset_db() const {
+ return random_volume_offset_db;
+}
+
+void AudioStreamRandomizer::set_playback_mode(PlaybackMode p_playback_mode) {
+ playback_mode = p_playback_mode;
+}
+
+AudioStreamRandomizer::PlaybackMode AudioStreamRandomizer::get_playback_mode() const {
+ return playback_mode;
+}
+
+Ref<AudioStreamPlayback> AudioStreamRandomizer::instance_playback_random() {
+ Ref<AudioStreamPlaybackRandomizer> playback;
playback.instantiate();
- if (audio_stream.is_valid()) {
- playback->playback = audio_stream->instance_playback();
+ playbacks.insert(playback.ptr());
+ playback->randomizer = Ref<AudioStreamRandomizer>((AudioStreamRandomizer *)this);
+
+ double total_weight = 0;
+ Vector<PoolEntry> local_pool;
+ for (const PoolEntry &entry : audio_stream_pool) {
+ if (entry.stream.is_valid() && entry.weight > 0) {
+ local_pool.push_back(entry);
+ total_weight += entry.weight;
+ }
+ }
+ if (local_pool.is_empty()) {
+ return playback;
+ }
+ double chosen_cumulative_weight = Math::random(0.0, total_weight);
+ double cumulative_weight = 0;
+ for (PoolEntry &entry : local_pool) {
+ cumulative_weight += entry.weight;
+ if (cumulative_weight > chosen_cumulative_weight) {
+ playback->playback = entry.stream->instance_playback();
+ last_playback = entry.stream;
+ break;
+ }
}
+ if (playback->playback.is_null()) {
+ // This indicates a floating point error. Take the last element.
+ last_playback = local_pool[local_pool.size() - 1].stream;
+ playback->playback = local_pool.write[local_pool.size() - 1].stream->instance_playback();
+ }
+ return playback;
+}
+Ref<AudioStreamPlayback> AudioStreamRandomizer::instance_playback_no_repeats() {
+ Ref<AudioStreamPlaybackRandomizer> playback;
+
+ double total_weight = 0;
+ Vector<PoolEntry> local_pool;
+ for (const PoolEntry &entry : audio_stream_pool) {
+ if (entry.stream == last_playback) {
+ continue;
+ }
+ if (entry.stream.is_valid() && entry.weight > 0) {
+ local_pool.push_back(entry);
+ total_weight += entry.weight;
+ }
+ }
+ if (local_pool.is_empty()) {
+ playback = instance_playback_random();
+ WARN_PRINT("Playback stream pool is too small to prevent repeats.");
+ return playback;
+ }
+
+ playback.instantiate();
playbacks.insert(playback.ptr());
- playback->random_pitch = Ref<AudioStreamRandomPitch>((AudioStreamRandomPitch *)this);
+ playback->randomizer = Ref<AudioStreamRandomizer>((AudioStreamRandomizer *)this);
+ double chosen_cumulative_weight = Math::random(0.0, total_weight);
+ double cumulative_weight = 0;
+ for (PoolEntry &entry : local_pool) {
+ cumulative_weight += entry.weight;
+ if (cumulative_weight > chosen_cumulative_weight) {
+ last_playback = entry.stream;
+ playback->playback = entry.stream->instance_playback();
+ break;
+ }
+ }
+ if (playback->playback.is_null()) {
+ // This indicates a floating point error. Take the last element.
+ last_playback = local_pool[local_pool.size() - 1].stream;
+ playback->playback = local_pool.write[local_pool.size() - 1].stream->instance_playback();
+ }
return playback;
}
-String AudioStreamRandomPitch::get_stream_name() const {
- if (audio_stream.is_valid()) {
- return "Random: " + audio_stream->get_name();
+Ref<AudioStreamPlayback> AudioStreamRandomizer::instance_playback_sequential() {
+ Ref<AudioStreamPlaybackRandomizer> playback;
+ playback.instantiate();
+ playbacks.insert(playback.ptr());
+ playback->randomizer = Ref<AudioStreamRandomizer>((AudioStreamRandomizer *)this);
+
+ Vector<Ref<AudioStream>> local_pool;
+ for (const PoolEntry &entry : audio_stream_pool) {
+ if (entry.stream.is_null()) {
+ continue;
+ }
+ if (local_pool.find(entry.stream) != -1) {
+ WARN_PRINT("Duplicate stream in sequential playback pool");
+ continue;
+ }
+ local_pool.push_back(entry.stream);
+ }
+ if (local_pool.is_empty()) {
+ return playback;
}
- return "RandomPitch";
+ bool found_last_stream = false;
+ for (Ref<AudioStream> &entry : local_pool) {
+ if (found_last_stream) {
+ last_playback = entry;
+ playback->playback = entry->instance_playback();
+ break;
+ }
+ if (entry == last_playback) {
+ found_last_stream = true;
+ }
+ }
+ if (playback->playback.is_null()) {
+ // Wrap around
+ last_playback = local_pool[0];
+ playback->playback = local_pool.write[0]->instance_playback();
+ }
+ return playback;
}
-float AudioStreamRandomPitch::get_length() const {
- if (audio_stream.is_valid()) {
- return audio_stream->get_length();
+Ref<AudioStreamPlayback> AudioStreamRandomizer::instance_playback() {
+ switch (playback_mode) {
+ case PLAYBACK_RANDOM:
+ return instance_playback_random();
+ case PLAYBACK_RANDOM_NO_REPEATS:
+ return instance_playback_no_repeats();
+ case PLAYBACK_SEQUENTIAL:
+ return instance_playback_sequential();
+ default:
+ ERR_FAIL_V_MSG(nullptr, "Unhandled playback mode.");
}
+}
+String AudioStreamRandomizer::get_stream_name() const {
+ return "Randomizer";
+}
+
+float AudioStreamRandomizer::get_length() const {
return 0;
}
-bool AudioStreamRandomPitch::is_monophonic() const {
- if (audio_stream.is_valid()) {
- return audio_stream->is_monophonic();
+bool AudioStreamRandomizer::is_monophonic() const {
+ for (const PoolEntry &entry : audio_stream_pool) {
+ if (entry.stream.is_valid() && entry.stream->is_monophonic()) {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool AudioStreamRandomizer::_get(const StringName &p_name, Variant &r_ret) const {
+ if (AudioStream::_get(p_name, r_ret)) {
+ return true;
}
+ Vector<String> components = String(p_name).split("/", true, 2);
+ if (components.size() == 2 && components[0].begins_with("stream_") && components[0].trim_prefix("stream_").is_valid_int()) {
+ int index = components[0].trim_prefix("stream_").to_int();
+ if (index < 0 || index >= (int)audio_stream_pool.size()) {
+ return false;
+ }
- return true; // It doesn't really matter what we return here, but no sense instancing a many playbacks of a null stream.
+ if (components[1] == "stream") {
+ r_ret = get_stream(index);
+ return true;
+ } else if (components[1] == "weight") {
+ r_ret = get_stream_probability_weight(index);
+ return true;
+ } else {
+ return false;
+ }
+ }
+ return false;
}
-void AudioStreamRandomPitch::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_audio_stream", "stream"), &AudioStreamRandomPitch::set_audio_stream);
- ClassDB::bind_method(D_METHOD("get_audio_stream"), &AudioStreamRandomPitch::get_audio_stream);
+bool AudioStreamRandomizer::_set(const StringName &p_name, const Variant &p_value) {
+ if (AudioStream::_set(p_name, p_value)) {
+ return true;
+ }
+ Vector<String> components = String(p_name).split("/", true, 2);
+ if (components.size() == 2 && components[0].begins_with("stream_") && components[0].trim_prefix("stream_").is_valid_int()) {
+ int index = components[0].trim_prefix("stream_").to_int();
+ if (index < 0 || index >= (int)audio_stream_pool.size()) {
+ return false;
+ }
- ClassDB::bind_method(D_METHOD("set_random_pitch", "scale"), &AudioStreamRandomPitch::set_random_pitch);
- ClassDB::bind_method(D_METHOD("get_random_pitch"), &AudioStreamRandomPitch::get_random_pitch);
+ if (components[1] == "stream") {
+ set_stream(index, p_value);
+ return true;
+ } else if (components[1] == "weight") {
+ set_stream_probability_weight(index, p_value);
+ return true;
+ } else {
+ return false;
+ }
+ }
+ return false;
+}
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "audio_stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_audio_stream", "get_audio_stream");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "random_pitch", PROPERTY_HINT_RANGE, "1,16,0.01"), "set_random_pitch", "get_random_pitch");
+void AudioStreamRandomizer::_get_property_list(List<PropertyInfo> *p_list) const {
+ AudioStream::_get_property_list(p_list); // Define the trivial scalar properties.
+ p_list->push_back(PropertyInfo(Variant::NIL, "Streams", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
+ for (int i = 0; i < audio_stream_pool.size(); i++) {
+ p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("stream_%d/stream", i), PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, vformat("stream_%d/weight", i), PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"));
+ }
}
-AudioStreamRandomPitch::AudioStreamRandomPitch() {
- random_pitch = 1.1;
+void AudioStreamRandomizer::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("add_stream", "index"), &AudioStreamRandomizer::add_stream);
+ ClassDB::bind_method(D_METHOD("move_stream", "index_from", "index_to"), &AudioStreamRandomizer::move_stream);
+ ClassDB::bind_method(D_METHOD("remove_stream", "index"), &AudioStreamRandomizer::remove_stream);
+
+ ClassDB::bind_method(D_METHOD("set_stream", "index", "stream"), &AudioStreamRandomizer::set_stream);
+ ClassDB::bind_method(D_METHOD("get_stream", "index"), &AudioStreamRandomizer::get_stream);
+ ClassDB::bind_method(D_METHOD("set_stream_probability_weight", "index", "weight"), &AudioStreamRandomizer::set_stream_probability_weight);
+ ClassDB::bind_method(D_METHOD("get_stream_probability_weight", "index"), &AudioStreamRandomizer::get_stream_probability_weight);
+
+ ClassDB::bind_method(D_METHOD("set_streams_count", "count"), &AudioStreamRandomizer::set_streams_count);
+ ClassDB::bind_method(D_METHOD("get_streams_count"), &AudioStreamRandomizer::get_streams_count);
+
+ ClassDB::bind_method(D_METHOD("set_random_pitch", "scale"), &AudioStreamRandomizer::set_random_pitch);
+ ClassDB::bind_method(D_METHOD("get_random_pitch"), &AudioStreamRandomizer::get_random_pitch);
+
+ ClassDB::bind_method(D_METHOD("set_random_volume_offset_db", "db_offset"), &AudioStreamRandomizer::set_random_volume_offset_db);
+ ClassDB::bind_method(D_METHOD("get_random_volume_offset_db"), &AudioStreamRandomizer::get_random_volume_offset_db);
+
+ ClassDB::bind_method(D_METHOD("set_playback_mode", "mode"), &AudioStreamRandomizer::set_playback_mode);
+ ClassDB::bind_method(D_METHOD("get_playback_mode"), &AudioStreamRandomizer::get_playback_mode);
+
+ ADD_ARRAY("streams", "stream_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "streams_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_streams_count", "get_streams_count");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_mode", PROPERTY_HINT_ENUM, "Random (Avoid Repeats),Random,Sequential"), "set_playback_mode", "get_playback_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "random_pitch", PROPERTY_HINT_RANGE, "1,16,0.01"), "set_random_pitch", "get_random_pitch");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "random_volume_offset_db", PROPERTY_HINT_RANGE, "0,40,0"), "set_random_volume_offset_db", "get_random_volume_offset_db");
+
+ BIND_ENUM_CONSTANT(PLAYBACK_RANDOM_NO_REPEATS);
+ BIND_ENUM_CONSTANT(PLAYBACK_RANDOM);
+ BIND_ENUM_CONSTANT(PLAYBACK_SEQUENTIAL);
}
-void AudioStreamPlaybackRandomPitch::start(float p_from_pos) {
+AudioStreamRandomizer::AudioStreamRandomizer() {}
+
+void AudioStreamPlaybackRandomizer::start(float p_from_pos) {
playing = playback;
- float range_from = 1.0 / random_pitch->random_pitch;
- float range_to = random_pitch->random_pitch;
+ {
+ float range_from = 1.0 / randomizer->random_pitch_scale;
+ float range_to = randomizer->random_pitch_scale;
- pitch_scale = range_from + Math::randf() * (range_to - range_from);
+ pitch_scale = range_from + Math::randf() * (range_to - range_from);
+ }
+ {
+ float range_from = -randomizer->random_volume_offset_db;
+ float range_to = randomizer->random_volume_offset_db;
+
+ float volume_offset_db = range_from + Math::randf() * (range_to - range_from);
+ volume_scale = Math::db2linear(volume_offset_db);
+ }
if (playing.is_valid()) {
playing->start(p_from_pos);
}
}
-void AudioStreamPlaybackRandomPitch::stop() {
+void AudioStreamPlaybackRandomizer::stop() {
if (playing.is_valid()) {
playing->stop();
- ;
}
}
-bool AudioStreamPlaybackRandomPitch::is_playing() const {
+bool AudioStreamPlaybackRandomizer::is_playing() const {
if (playing.is_valid()) {
return playing->is_playing();
}
@@ -452,7 +743,7 @@ bool AudioStreamPlaybackRandomPitch::is_playing() const {
return false;
}
-int AudioStreamPlaybackRandomPitch::get_loop_count() const {
+int AudioStreamPlaybackRandomizer::get_loop_count() const {
if (playing.is_valid()) {
return playing->get_loop_count();
}
@@ -460,7 +751,7 @@ int AudioStreamPlaybackRandomPitch::get_loop_count() const {
return 0;
}
-float AudioStreamPlaybackRandomPitch::get_playback_position() const {
+float AudioStreamPlaybackRandomizer::get_playback_position() const {
if (playing.is_valid()) {
return playing->get_playback_position();
}
@@ -468,13 +759,13 @@ float AudioStreamPlaybackRandomPitch::get_playback_position() const {
return 0;
}
-void AudioStreamPlaybackRandomPitch::seek(float p_time) {
+void AudioStreamPlaybackRandomizer::seek(float p_time) {
if (playing.is_valid()) {
playing->seek(p_time);
}
}
-int AudioStreamPlaybackRandomPitch::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
+int AudioStreamPlaybackRandomizer::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
if (playing.is_valid()) {
return playing->mix(p_buffer, p_rate_scale * pitch_scale, p_frames);
} else {
@@ -485,7 +776,7 @@ int AudioStreamPlaybackRandomPitch::mix(AudioFrame *p_buffer, float p_rate_scale
}
}
-AudioStreamPlaybackRandomPitch::~AudioStreamPlaybackRandomPitch() {
- random_pitch->playbacks.erase(this);
+AudioStreamPlaybackRandomizer::~AudioStreamPlaybackRandomizer() {
+ randomizer->playbacks.erase(this);
}
/////////////////////////////////////////////
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index 12d4343f5c..bf200e7ecf 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -78,13 +78,18 @@ class AudioStreamPlaybackResampled : public AudioStreamPlayback {
AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
unsigned int internal_buffer_end = -1;
- uint64_t mix_offset;
+ uint64_t mix_offset = 0;
protected:
- void _begin_resample();
+ void begin_resample();
// Returns the number of frames that were mixed.
- virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) = 0;
- virtual float get_stream_sampling_rate() = 0;
+ virtual int _mix_internal(AudioFrame *p_buffer, int p_frames);
+ virtual float get_stream_sampling_rate();
+
+ GDVIRTUAL2R(int, _mix_resampled, GDNativePtr<AudioFrame>, int)
+ GDVIRTUAL0RC(float, _get_stream_sampling_rate)
+
+ static void _bind_methods();
public:
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
@@ -120,7 +125,7 @@ class AudioStreamMicrophone : public AudioStream {
GDCLASS(AudioStreamMicrophone, AudioStream);
friend class AudioStreamPlaybackMicrophone;
- Set<AudioStreamPlaybackMicrophone *> playbacks;
+ HashSet<AudioStreamPlaybackMicrophone *> playbacks;
protected:
static void _bind_methods();
@@ -140,8 +145,8 @@ class AudioStreamPlaybackMicrophone : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamPlaybackMicrophone, AudioStreamPlaybackResampled);
friend class AudioStreamMicrophone;
- bool active;
- unsigned int input_ofs;
+ bool active = false;
+ unsigned int input_ofs = 0;
Ref<AudioStreamMicrophone> microphone;
@@ -167,43 +172,86 @@ public:
//
-class AudioStreamPlaybackRandomPitch;
+class AudioStreamPlaybackRandomizer;
+
+class AudioStreamRandomizer : public AudioStream {
+ GDCLASS(AudioStreamRandomizer, AudioStream);
+
+public:
+ enum PlaybackMode {
+ PLAYBACK_RANDOM_NO_REPEATS,
+ PLAYBACK_RANDOM,
+ PLAYBACK_SEQUENTIAL,
+ };
+
+private:
+ friend class AudioStreamPlaybackRandomizer;
+
+ struct PoolEntry {
+ Ref<AudioStream> stream;
+ float weight;
+ };
+
+ HashSet<AudioStreamPlaybackRandomizer *> playbacks;
+ Vector<PoolEntry> audio_stream_pool;
+ float random_pitch_scale = 1.1f;
+ float random_volume_offset_db = 5.0f;
-class AudioStreamRandomPitch : public AudioStream {
- GDCLASS(AudioStreamRandomPitch, AudioStream);
- friend class AudioStreamPlaybackRandomPitch;
+ Ref<AudioStreamPlayback> instance_playback_random();
+ Ref<AudioStreamPlayback> instance_playback_no_repeats();
+ Ref<AudioStreamPlayback> instance_playback_sequential();
- Set<AudioStreamPlaybackRandomPitch *> playbacks;
- Ref<AudioStream> audio_stream;
- float random_pitch;
+ Ref<AudioStream> last_playback = nullptr;
+ PlaybackMode playback_mode = PLAYBACK_RANDOM_NO_REPEATS;
protected:
static void _bind_methods();
+ 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;
+
public:
- void set_audio_stream(const Ref<AudioStream> &p_audio_stream);
- Ref<AudioStream> get_audio_stream() const;
+ void add_stream(int p_index);
+ void move_stream(int p_index_from, int p_index_to);
+ void remove_stream(int p_index);
+
+ void set_stream(int p_index, Ref<AudioStream> p_stream);
+ Ref<AudioStream> get_stream(int p_index) const;
+ void set_stream_probability_weight(int p_index, float p_weight);
+ float get_stream_probability_weight(int p_index) const;
+
+ void set_streams_count(int p_count);
+ int get_streams_count() const;
- void set_random_pitch(float p_pitch);
+ void set_random_pitch(float p_pitch_scale);
float get_random_pitch() const;
+ void set_random_volume_offset_db(float p_volume_offset_db);
+ float get_random_volume_offset_db() const;
+
+ void set_playback_mode(PlaybackMode p_playback_mode);
+ PlaybackMode get_playback_mode() const;
+
virtual Ref<AudioStreamPlayback> instance_playback() override;
virtual String get_stream_name() const override;
virtual float get_length() const override; //if supported, otherwise return 0
virtual bool is_monophonic() const override;
- AudioStreamRandomPitch();
+ AudioStreamRandomizer();
};
-class AudioStreamPlaybackRandomPitch : public AudioStreamPlayback {
- GDCLASS(AudioStreamPlaybackRandomPitch, AudioStreamPlayback);
- friend class AudioStreamRandomPitch;
+class AudioStreamPlaybackRandomizer : public AudioStreamPlayback {
+ GDCLASS(AudioStreamPlaybackRandomizer, AudioStreamPlayback);
+ friend class AudioStreamRandomizer;
- Ref<AudioStreamRandomPitch> random_pitch;
+ Ref<AudioStreamRandomizer> randomizer;
Ref<AudioStreamPlayback> playback;
Ref<AudioStreamPlayback> playing;
+
float pitch_scale;
+ float volume_scale;
public:
virtual void start(float p_from_pos = 0.0) override;
@@ -217,7 +265,9 @@ public:
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
- ~AudioStreamPlaybackRandomPitch();
+ ~AudioStreamPlaybackRandomizer();
};
+VARIANT_ENUM_CAST(AudioStreamRandomizer::PlaybackMode);
+
#endif // AUDIO_STREAM_H
diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp
index 79788d334b..87d46f8bbe 100644
--- a/servers/audio/effects/audio_effect_amplify.cpp
+++ b/servers/audio/effects/audio_effect_amplify.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -64,7 +64,7 @@ void AudioEffectAmplify::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_volume_db", "volume"), &AudioEffectAmplify::set_volume_db);
ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioEffectAmplify::get_volume_db);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_db", PROPERTY_HINT_RANGE, "-80,24,0.01"), "set_volume_db", "get_volume_db");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_db", PROPERTY_HINT_RANGE, "-80,24,0.01,suffix:dB"), "set_volume_db", "get_volume_db");
}
AudioEffectAmplify::AudioEffectAmplify() {
diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h
index 9d3facc230..bd0fcaa94d 100644
--- a/servers/audio/effects/audio_effect_amplify.h
+++ b/servers/audio/effects/audio_effect_amplify.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp
index 065065042e..f605cfc9d4 100644
--- a/servers/audio/effects/audio_effect_capture.cpp
+++ b/servers/audio/effects/audio_effect_capture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h
index bb1d03be8c..3935f7d473 100644
--- a/servers/audio/effects/audio_effect_capture.h
+++ b/servers/audio/effects/audio_effect_capture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp
index 9af3ed30cc..8b1fe9cfd2 100644
--- a/servers/audio/effects/audio_effect_chorus.cpp
+++ b/servers/audio/effects/audio_effect_chorus.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h
index f81bebb0ae..19035222c5 100644
--- a/servers/audio/effects/audio_effect_chorus.h
+++ b/servers/audio/effects/audio_effect_chorus.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp
index cfa2ae6f79..f75d092dd3 100644
--- a/servers/audio/effects/audio_effect_compressor.cpp
+++ b/servers/audio/effects/audio_effect_compressor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h
index dae4618a64..53c448e5db 100644
--- a/servers/audio/effects/audio_effect_compressor.h
+++ b/servers/audio/effects/audio_effect_compressor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index 07475e1ed4..1909ab6eae 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -54,15 +54,12 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0;
int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate);
- ;
float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0;
int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate);
- ;
float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0;
unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate);
- ;
AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f);
diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h
index 50a2233e5f..5cc6d72c99 100644
--- a/servers/audio/effects/audio_effect_delay.h
+++ b/servers/audio/effects/audio_effect_delay.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index 188b7a3301..afc4353bd7 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h
index 3a762f8cf6..487babbdda 100644
--- a/servers/audio/effects/audio_effect_distortion.h
+++ b/servers/audio/effects/audio_effect_distortion.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp
index e87944b74b..b7c373479a 100644
--- a/servers/audio/effects/audio_effect_eq.cpp
+++ b/servers/audio/effects/audio_effect_eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -90,9 +90,9 @@ int AudioEffectEQ::get_band_count() const {
}
bool AudioEffectEQ::_set(const StringName &p_name, const Variant &p_value) {
- const Map<StringName, int>::Element *E = prop_band_map.find(p_name);
+ HashMap<StringName, int>::ConstIterator E = prop_band_map.find(p_name);
if (E) {
- set_band_gain_db(E->get(), p_value);
+ set_band_gain_db(E->value, p_value);
return true;
}
@@ -100,9 +100,9 @@ bool AudioEffectEQ::_set(const StringName &p_name, const Variant &p_value) {
}
bool AudioEffectEQ::_get(const StringName &p_name, Variant &r_ret) const {
- const Map<StringName, int>::Element *E = prop_band_map.find(p_name);
+ HashMap<StringName, int>::ConstIterator E = prop_band_map.find(p_name);
if (E) {
- r_ret = get_band_gain_db(E->get());
+ r_ret = get_band_gain_db(E->value);
return true;
}
diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h
index b99727d7c0..9b0560223f 100644
--- a/servers/audio/effects/audio_effect_eq.h
+++ b/servers/audio/effects/audio_effect_eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -55,7 +55,7 @@ class AudioEffectEQ : public AudioEffect {
EQ eq;
Vector<float> gain;
- Map<StringName, int> prop_band_map;
+ HashMap<StringName, int> prop_band_map;
Vector<String> band_names;
protected:
diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp
index 1db8b1f1b5..06e66f22b1 100644
--- a/servers/audio/effects/audio_effect_filter.cpp
+++ b/servers/audio/effects/audio_effect_filter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h
index 1fa3df1570..d5d58ddaa3 100644
--- a/servers/audio/effects/audio_effect_filter.h
+++ b/servers/audio/effects/audio_effect_filter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp
index 280411641b..5923cf8cf5 100644
--- a/servers/audio/effects/audio_effect_limiter.cpp
+++ b/servers/audio/effects/audio_effect_limiter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h
index 398613aa44..f84a0ae103 100644
--- a/servers/audio/effects/audio_effect_limiter.h
+++ b/servers/audio/effects/audio_effect_limiter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp
index e2062609b9..278acda86c 100644
--- a/servers/audio/effects/audio_effect_panner.cpp
+++ b/servers/audio/effects/audio_effect_panner.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h
index d75bcaeb95..d05c9902af 100644
--- a/servers/audio/effects/audio_effect_panner.h
+++ b/servers/audio/effects/audio_effect_panner.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp
index c76692eed7..af5dce707e 100644
--- a/servers/audio/effects/audio_effect_phaser.cpp
+++ b/servers/audio/effects/audio_effect_phaser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h
index 2a0ed64805..80b7742835 100644
--- a/servers/audio/effects/audio_effect_phaser.h
+++ b/servers/audio/effects/audio_effect_phaser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index d6c396e0a5..3c53887931 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h
index 3ed096cd94..0478d05ceb 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.h
+++ b/servers/audio/effects/audio_effect_pitch_shift.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp
index f71679d30f..d68522e5b9 100644
--- a/servers/audio/effects/audio_effect_record.cpp
+++ b/servers/audio/effects/audio_effect_record.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -30,6 +30,11 @@
#include "audio_effect_record.h"
+#ifdef TOOLS_ENABLED
+// FIXME: This file shouldn't depend on editor stuff.
+#include "editor/import/resource_importer_wav.h"
+#endif
+
void AudioEffectRecordInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
if (!is_recording) {
for (int i = 0; i < p_frame_count; i++) {
@@ -57,7 +62,7 @@ void AudioEffectRecordInstance::_update_buffer() {
}
void AudioEffectRecordInstance::_update(void *userdata) {
- AudioEffectRecordInstance *ins = (AudioEffectRecordInstance *)userdata;
+ AudioEffectRecordInstance *ins = static_cast<AudioEffectRecordInstance *>(userdata);
ins->_update_buffer();
}
@@ -112,7 +117,7 @@ void AudioEffectRecordInstance::init() {
ring_buffer_read_pos = 0;
//We start a new recording
- recording_data.resize(0); //Clear data completely and reset length
+ recording_data.clear(); //Clear data completely and reset length
is_recording = true;
#ifdef NO_THREADS
@@ -250,8 +255,12 @@ Ref<AudioStreamSample> AudioEffectRecord::get_recording() const {
Vector<uint8_t> bleft;
Vector<uint8_t> bright;
+#ifdef TOOLS_ENABLED
ResourceImporterWAV::_compress_ima_adpcm(left, bleft);
ResourceImporterWAV::_compress_ima_adpcm(right, bright);
+#else
+ ERR_PRINT("AudioEffectRecord cannot do IMA ADPCM compression at runtime.");
+#endif
int dl = bleft.size();
dst_data.resize(dl * 2);
diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h
index 6e862b1377..305484d1cb 100644
--- a/servers/audio/effects/audio_effect_record.h
+++ b/servers/audio/effects/audio_effect_record.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -35,7 +35,6 @@
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/os/thread.h"
-#include "editor/import/resource_importer_wav.h"
#include "scene/resources/audio_stream_sample.h"
#include "servers/audio/audio_effect.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp
index 819f906773..0d4eb14e6a 100644
--- a/servers/audio/effects/audio_effect_reverb.cpp
+++ b/servers/audio/effects/audio_effect_reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h
index eaa66352f6..90694c5492 100644
--- a/servers/audio/effects/audio_effect_reverb.h
+++ b/servers/audio/effects/audio_effect_reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
index 6f9e7ac67d..10627be74c 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h
index 3c5ae4a5e8..982c20d4a4 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.h
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp
index 3a016b06b8..7bb62bcbed 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.cpp
+++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -29,7 +29,9 @@
/*************************************************************************/
#include "audio_effect_stereo_enhance.h"
+
#include "servers/audio_server.h"
+
void AudioEffectStereoEnhanceInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
float intensity = base->pan_pullout;
bool surround_mode = base->surround > 0;
@@ -61,7 +63,6 @@ void AudioEffectStereoEnhanceInstance::process(const AudioFrame *p_src_frames, A
//r is delayed
r = delay_ringbuff[(ringbuff_pos - delay_frames) & ringbuff_mask];
- ;
}
p_dst_frames[i].l = l;
@@ -141,8 +142,4 @@ void AudioEffectStereoEnhance::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "surround", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_surround", "get_surround");
}
-AudioEffectStereoEnhance::AudioEffectStereoEnhance() {
- pan_pullout = 1;
- time_pullout = 0;
- surround = 0;
-}
+AudioEffectStereoEnhance::AudioEffectStereoEnhance() {}
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h
index e0f9d79a94..30ea11f625 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.h
+++ b/servers/audio/effects/audio_effect_stereo_enhance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef AUDIOEFFECTSTEREOENHANCE_H
-#define AUDIOEFFECTSTEREOENHANCE_H
+#ifndef AUDIO_EFFECT_STEREO_ENHANCE_H
+#define AUDIO_EFFECT_STEREO_ENHANCE_H
#include "servers/audio/audio_effect.h"
@@ -44,9 +44,9 @@ class AudioEffectStereoEnhanceInstance : public AudioEffectInstance {
MAX_DELAY_MS = 50
};
- float *delay_ringbuff;
- unsigned int ringbuff_pos;
- unsigned int ringbuff_mask;
+ float *delay_ringbuff = nullptr;
+ unsigned int ringbuff_pos = 0;
+ unsigned int ringbuff_mask = 0;
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
@@ -58,11 +58,11 @@ class AudioEffectStereoEnhance : public AudioEffect {
GDCLASS(AudioEffectStereoEnhance, AudioEffect);
friend class AudioEffectStereoEnhanceInstance;
- float volume_db;
+ float volume_db = 0.0f;
- float pan_pullout;
- float time_pullout;
- float surround;
+ float pan_pullout = 1.0f;
+ float time_pullout = 0.0f;
+ float surround = 0.0f;
protected:
static void _bind_methods();
@@ -82,4 +82,4 @@ public:
AudioEffectStereoEnhance();
};
-#endif // AUDIOEFFECTSTEREOENHANCE_H
+#endif // AUDIO_EFFECT_STEREO_ENHANCE_H
diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp
index 447acf53a4..a3d615b925 100644
--- a/servers/audio/effects/audio_stream_generator.cpp
+++ b/servers/audio/effects/audio_stream_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -169,7 +169,7 @@ float AudioStreamGeneratorPlayback::get_stream_sampling_rate() {
void AudioStreamGeneratorPlayback::start(float p_from_pos) {
if (mixed == 0.0) {
- _begin_resample();
+ begin_resample();
}
skips = 0;
active = true;
diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h
index 918589f6d0..2ce4b95fcf 100644
--- a/servers/audio/effects/audio_stream_generator.h
+++ b/servers/audio/effects/audio_stream_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -65,7 +65,7 @@ class AudioStreamGeneratorPlayback : public AudioStreamPlaybackResampled {
int skips;
bool active;
float mixed;
- AudioStreamGenerator *generator;
+ AudioStreamGenerator *generator = nullptr;
protected:
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp
index e0c3eb6d3a..2123284b3b 100644
--- a/servers/audio/effects/eq.cpp
+++ b/servers/audio/effects/eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/audio/effects/eq.h b/servers/audio/effects/eq.h
index afd5bf5334..d6293bf875 100644
--- a/servers/audio/effects/eq.h
+++ b/servers/audio/effects/eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -28,18 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-// Author: reduzio@gmail.com (C) 2006
-
#ifndef EQ_FILTER_H
#define EQ_FILTER_H
#include "core/templates/vector.h"
#include "core/typedefs.h"
-/**
-@author Juan Linietsky
-*/
-
class EQ {
public:
enum Preset {
@@ -105,4 +99,4 @@ inline void EQ::BandProcess::process_one(float &p_data) {
history.b2 = history.b1;
}
-#endif
+#endif // EQ_FILTER_H
diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp
index 1d97de5205..adfd648514 100644
--- a/servers/audio/effects/reverb.cpp
+++ b/servers/audio/effects/reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -28,8 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2006
-
#include "reverb.h"
#include "core/math/math_funcs.h"
diff --git a/servers/audio/effects/reverb.h b/servers/audio/effects/reverb.h
index e7ce55098d..c9602c5b5a 100644
--- a/servers/audio/effects/reverb.h
+++ b/servers/audio/effects/reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -28,8 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2006
-
#ifndef REVERB_H
#define REVERB_H
@@ -77,12 +75,13 @@ private:
Comb comb[MAX_COMBS];
AllPass allpass[MAX_ALLPASS];
- float *input_buffer;
+ float *input_buffer = nullptr;
float *echo_buffer = nullptr;
- int echo_buffer_size;
- int echo_buffer_pos;
+ int echo_buffer_size = 0;
+ int echo_buffer_pos = 0;
- float hpf_h1, hpf_h2 = 0;
+ float hpf_h1 = 0.0f;
+ float hpf_h2 = 0.0f;
struct Parameters {
float room_size;
@@ -120,4 +119,4 @@ public:
~Reverb();
};
-#endif
+#endif // REVERB_H