/*************************************************************************/ /* audio_effect.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* 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 */ /* "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. */ /*************************************************************************/ #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() { }