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path: root/servers/audio/effects/audio_effect_amplify.cpp
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/*************************************************************************/
/*  audio_effect_amplify.cpp                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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_amplify.h"


void AudioEffectAmplifyInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {


	//multiply volume interpolating to avoid clicks if this changes
	float volume_db = base->volume_db;
	float vol = Math::db2linear(mix_volume_db);
	float vol_inc = (Math::db2linear(volume_db) - vol)/float(p_frame_count);

	for(int i=0;i<p_frame_count;i++) {
		p_dst_frames[i]=p_src_frames[i]*vol;
		vol+=vol_inc;
	}
	//set volume for next mix
	mix_volume_db = volume_db;

}


Ref<AudioEffectInstance> AudioEffectAmplify::instance() {
	Ref<AudioEffectAmplifyInstance> ins;
	ins.instance();
	ins->base=Ref<AudioEffectAmplify>(this);
	ins->mix_volume_db=volume_db;
	return ins;
}

void AudioEffectAmplify::set_volume_db(float p_volume) {
	volume_db=p_volume;
}

float AudioEffectAmplify::get_volume_db() const {

	return volume_db;
}

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::REAL,"volume_db",PROPERTY_HINT_RANGE,"-80,24,0.01"),"set_volume_db","get_volume_db");
}

AudioEffectAmplify::AudioEffectAmplify()
{
	volume_db=0;
}