#ifndef AUDIO_EFFECT_PHASER_H #define AUDIO_EFFECT_PHASER_H #include "servers/audio/audio_effect.h" class AudioEffectPhaser; class AudioEffectPhaserInstance : public AudioEffectInstance { GDCLASS(AudioEffectPhaserInstance,AudioEffectInstance) friend class AudioEffectPhaser; Ref base; float phase; AudioFrame h; class AllpassDelay{ float a, h; public: _ALWAYS_INLINE_ void delay( float d ) { a = (1.f - d) / (1.f + d); } _ALWAYS_INLINE_ float update( float s ){ float y = s * -a + h; h = y * a + s; return y; } AllpassDelay() { a =0; h = 0;} }; AllpassDelay allpass[2][6]; public: virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count); }; class AudioEffectPhaser : public AudioEffect { GDCLASS(AudioEffectPhaser,AudioEffect) friend class AudioEffectPhaserInstance; float range_min; float range_max; float rate; float feedback; float depth; protected: static void _bind_methods(); public: Ref instance(); void set_range_min_hz(float p_hz); float get_range_min_hz() const; void set_range_max_hz(float p_hz); float get_range_max_hz() const; void set_rate_hz(float p_hz); float get_rate_hz() const; void set_feedback(float p_fbk); float get_feedback() const; void set_depth(float p_depth); float get_depth() const; AudioEffectPhaser(); }; #endif // AUDIO_EFFECT_PHASER_H