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/*************************************************************************/
/*  audio_effect_amplify.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 AUDIOEFFECTAMPLIFY_H
#define AUDIOEFFECTAMPLIFY_H

#include "servers/audio/audio_effect.h"

class AudioEffectAmplify;

class AudioEffectAmplifyInstance : public AudioEffectInstance {
	GDCLASS(AudioEffectAmplifyInstance, AudioEffectInstance)
	friend class AudioEffectAmplify;
	Ref<AudioEffectAmplify> base;

	float mix_volume_db;

public:
	virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
};

class AudioEffectAmplify : public AudioEffect {
	GDCLASS(AudioEffectAmplify, AudioEffect)

	friend class AudioEffectAmplifyInstance;
	float volume_db;

protected:
	static void _bind_methods();

public:
	Ref<AudioEffectInstance> instance();
	void set_volume_db(float p_volume);
	float get_volume_db() const;

	AudioEffectAmplify();
};

#endif // AUDIOEFFECTAMPLIFY_H