/*************************************************************************/ /* eq.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. */ /*************************************************************************/ // Author: reduzio@gmail.com (C) 2006 #ifndef EQ_FILTER_H #define EQ_FILTER_H #include "typedefs.h" #include "vector.h" /** @author Juan Linietsky */ class EQ { public: enum Preset { PRESET_6_BANDS, PRESET_8_BANDS, PRESET_10_BANDS, PRESET_21_BANDS, PRESET_31_BANDS }; class BandProcess { friend class EQ; float c1, c2, c3; struct History { float a1, a2, a3; float b1, b2, b3; } history; public: inline void process_one(float &p_data); BandProcess(); }; private: struct Band { float freq; float c1, c2, c3; }; Vector band; float mix_rate; void recalculate_band_coefficients(); public: void set_mix_rate(float p_mix_rate); int get_band_count() const; void set_preset_band_mode(Preset p_preset); void set_bands(const Vector &p_bands); BandProcess get_band_processor(int p_band) const; float get_band_frequency(int p_band); EQ(); ~EQ(); }; /* Inline Function */ inline void EQ::BandProcess::process_one(float &p_data) { history.a1 = p_data; history.b1 = c1 * (history.a1 - history.a3) + c3 * history.b2 - c2 * history.b3; p_data = history.b1; history.a3 = history.a2; history.a2 = history.a1; history.b3 = history.b2; history.b2 = history.b1; } #endif