/*************************************************************************/ /* audio_effect_phaser.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 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