1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
|
/*************************************************************************/
/* audio_effect_delay.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.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. */
/*************************************************************************/
#include "audio_effect_delay.h"
#include "math_funcs.h"
#include "servers/audio_server.h"
void AudioEffectDelayInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
int todo = p_frame_count;
while (todo) {
int to_mix = MIN(todo, 256); //can't mix too much
_process_chunk(p_src_frames, p_dst_frames, to_mix);
p_src_frames += to_mix;
p_dst_frames += to_mix;
todo -= to_mix;
}
}
void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
float main_level_f = base->dry;
float mix_rate = AudioServer::get_singleton()->get_mix_rate();
float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0;
int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate);
;
float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0;
int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate);
;
float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0;
unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate);
;
AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f);
tap1_vol.l *= CLAMP(1.0 - base->tap_1_pan, 0, 1);
tap1_vol.r *= CLAMP(1.0 + base->tap_1_pan, 0, 1);
AudioFrame tap2_vol = AudioFrame(tap_2_level_f, tap_2_level_f);
tap2_vol.l *= CLAMP(1.0 - base->tap_2_pan, 0, 1);
tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
// feedback lowpass here
float lpf_c = expf(-2.0 * Math_PI * base->feedback_lowpass / mix_rate); // 0 .. 10khz
float lpf_ic = 1.0 - lpf_c;
const AudioFrame *src = p_src_frames;
AudioFrame *dst = p_dst_frames;
AudioFrame *rb_buf = ring_buffer.ptr();
AudioFrame *fb_buf = feedback_buffer.ptr();
for (int i = 0; i < p_frame_count; i++) {
rb_buf[ring_buffer_pos & ring_buffer_mask] = src[i];
AudioFrame main_val = src[i] * main_level_f;
AudioFrame tap_1_val = rb_buf[(ring_buffer_pos - tap_1_delay_frames) & ring_buffer_mask] * tap1_vol;
AudioFrame tap_2_val = rb_buf[(ring_buffer_pos - tap_2_delay_frames) & ring_buffer_mask] * tap2_vol;
AudioFrame out = main_val + tap_1_val + tap_2_val;
out += fb_buf[feedback_buffer_pos];
//apply lowpass and feedback gain
AudioFrame fb_in = out * feedback_level_f * lpf_ic + h * lpf_c;
fb_in.undenormalise(); //avoid denormals
h = fb_in;
fb_buf[feedback_buffer_pos] = fb_in;
dst[i] = out;
ring_buffer_pos++;
if ((++feedback_buffer_pos) >= feedback_delay_frames)
feedback_buffer_pos = 0;
}
}
Ref<AudioEffectInstance> AudioEffectDelay::instance() {
Ref<AudioEffectDelayInstance> ins;
ins.instance();
ins->base = Ref<AudioEffectDelay>(this);
float ring_buffer_max_size = MAX_DELAY_MS + 100; //add 100ms of extra room, just in case
ring_buffer_max_size /= 1000.0; //convert to seconds
ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
int ringbuff_size = ring_buffer_max_size;
int bits = 0;
while (ringbuff_size > 0) {
bits++;
ringbuff_size /= 2;
}
ringbuff_size = 1 << bits;
ins->ring_buffer_mask = ringbuff_size - 1;
ins->ring_buffer_pos = 0;
ins->ring_buffer.resize(ringbuff_size);
ins->feedback_buffer.resize(ringbuff_size);
ins->feedback_buffer_pos = 0;
ins->h = AudioFrame(0, 0);
return ins;
}
void AudioEffectDelay::set_dry(float p_dry) {
dry = p_dry;
}
float AudioEffectDelay::get_dry() {
return dry;
}
void AudioEffectDelay::set_tap1_active(bool p_active) {
tap_1_active = p_active;
}
bool AudioEffectDelay::is_tap1_active() const {
return tap_1_active;
}
void AudioEffectDelay::set_tap1_delay_ms(float p_delay_ms) {
tap_1_delay_ms = p_delay_ms;
}
float AudioEffectDelay::get_tap1_delay_ms() const {
return tap_1_delay_ms;
}
void AudioEffectDelay::set_tap1_level_db(float p_level_db) {
tap_1_level = p_level_db;
}
float AudioEffectDelay::get_tap1_level_db() const {
return tap_1_level;
}
void AudioEffectDelay::set_tap1_pan(float p_pan) {
tap_1_pan = p_pan;
}
float AudioEffectDelay::get_tap1_pan() const {
return tap_1_pan;
}
void AudioEffectDelay::set_tap2_active(bool p_active) {
tap_2_active = p_active;
}
bool AudioEffectDelay::is_tap2_active() const {
return tap_2_active;
}
void AudioEffectDelay::set_tap2_delay_ms(float p_delay_ms) {
tap_2_delay_ms = p_delay_ms;
}
float AudioEffectDelay::get_tap2_delay_ms() const {
return tap_2_delay_ms;
}
void AudioEffectDelay::set_tap2_level_db(float p_level_db) {
tap_2_level = p_level_db;
}
float AudioEffectDelay::get_tap2_level_db() const {
return tap_2_level;
}
void AudioEffectDelay::set_tap2_pan(float p_pan) {
tap_2_pan = p_pan;
}
float AudioEffectDelay::get_tap2_pan() const {
return tap_2_pan;
}
void AudioEffectDelay::set_feedback_active(bool p_active) {
feedback_active = p_active;
}
bool AudioEffectDelay::is_feedback_active() const {
return feedback_active;
}
void AudioEffectDelay::set_feedback_delay_ms(float p_delay_ms) {
feedback_delay_ms = p_delay_ms;
}
float AudioEffectDelay::get_feedback_delay_ms() const {
return feedback_delay_ms;
}
void AudioEffectDelay::set_feedback_level_db(float p_level_db) {
feedback_level = p_level_db;
}
float AudioEffectDelay::get_feedback_level_db() const {
return feedback_level;
}
void AudioEffectDelay::set_feedback_lowpass(float p_lowpass) {
feedback_lowpass = p_lowpass;
}
float AudioEffectDelay::get_feedback_lowpass() const {
return feedback_lowpass;
}
void AudioEffectDelay::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectDelay::set_dry);
ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectDelay::get_dry);
ClassDB::bind_method(D_METHOD("set_tap1_active", "amount"), &AudioEffectDelay::set_tap1_active);
ClassDB::bind_method(D_METHOD("is_tap1_active"), &AudioEffectDelay::is_tap1_active);
ClassDB::bind_method(D_METHOD("set_tap1_delay_ms", "amount"), &AudioEffectDelay::set_tap1_delay_ms);
ClassDB::bind_method(D_METHOD("get_tap1_delay_ms"), &AudioEffectDelay::get_tap1_delay_ms);
ClassDB::bind_method(D_METHOD("set_tap1_level_db", "amount"), &AudioEffectDelay::set_tap1_level_db);
ClassDB::bind_method(D_METHOD("get_tap1_level_db"), &AudioEffectDelay::get_tap1_level_db);
ClassDB::bind_method(D_METHOD("set_tap1_pan", "amount"), &AudioEffectDelay::set_tap1_pan);
ClassDB::bind_method(D_METHOD("get_tap1_pan"), &AudioEffectDelay::get_tap1_pan);
ClassDB::bind_method(D_METHOD("set_tap2_active", "amount"), &AudioEffectDelay::set_tap2_active);
ClassDB::bind_method(D_METHOD("is_tap2_active"), &AudioEffectDelay::is_tap2_active);
ClassDB::bind_method(D_METHOD("set_tap2_delay_ms", "amount"), &AudioEffectDelay::set_tap2_delay_ms);
ClassDB::bind_method(D_METHOD("get_tap2_delay_ms"), &AudioEffectDelay::get_tap2_delay_ms);
ClassDB::bind_method(D_METHOD("set_tap2_level_db", "amount"), &AudioEffectDelay::set_tap2_level_db);
ClassDB::bind_method(D_METHOD("get_tap2_level_db"), &AudioEffectDelay::get_tap2_level_db);
ClassDB::bind_method(D_METHOD("set_tap2_pan", "amount"), &AudioEffectDelay::set_tap2_pan);
ClassDB::bind_method(D_METHOD("get_tap2_pan"), &AudioEffectDelay::get_tap2_pan);
ClassDB::bind_method(D_METHOD("set_feedback_active", "amount"), &AudioEffectDelay::set_feedback_active);
ClassDB::bind_method(D_METHOD("is_feedback_active"), &AudioEffectDelay::is_feedback_active);
ClassDB::bind_method(D_METHOD("set_feedback_delay_ms", "amount"), &AudioEffectDelay::set_feedback_delay_ms);
ClassDB::bind_method(D_METHOD("get_feedback_delay_ms"), &AudioEffectDelay::get_feedback_delay_ms);
ClassDB::bind_method(D_METHOD("set_feedback_level_db", "amount"), &AudioEffectDelay::set_feedback_level_db);
ClassDB::bind_method(D_METHOD("get_feedback_level_db"), &AudioEffectDelay::get_feedback_level_db);
ClassDB::bind_method(D_METHOD("set_feedback_lowpass", "amount"), &AudioEffectDelay::set_feedback_lowpass);
ClassDB::bind_method(D_METHOD("get_feedback_lowpass"), &AudioEffectDelay::get_feedback_lowpass);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap1/active"), "set_tap1_active", "is_tap1_active");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap1/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap1_delay_ms", "get_tap1_delay_ms");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap1/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap1_level_db", "get_tap1_level_db");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap1_pan", "get_tap1_pan");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap2/active"), "set_tap2_active", "is_tap2_active");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap2/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap2_delay_ms", "get_tap2_delay_ms");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap2/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap2_level_db", "get_tap2_level_db");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap2_pan", "get_tap2_pan");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feedback/active"), "set_feedback_active", "is_feedback_active");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_feedback_delay_ms", "get_feedback_delay_ms");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_feedback_level_db", "get_feedback_level_db");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback/lowpass", PROPERTY_HINT_RANGE, "1,16000,1"), "set_feedback_lowpass", "get_feedback_lowpass");
}
AudioEffectDelay::AudioEffectDelay() {
tap_1_active = true;
tap_1_delay_ms = 250;
tap_1_level = -6;
tap_1_pan = 0.2;
tap_2_active = true;
tap_2_delay_ms = 500;
tap_2_level = -12;
tap_2_pan = -0.4;
feedback_active = false;
feedback_delay_ms = 340;
feedback_level = -6;
feedback_lowpass = 16000;
dry = 1.0;
}
|