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
|
/*************************************************************************/
/* audio_effect_delay.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 AUDIOEFFECTDELAY_H
#define AUDIOEFFECTDELAY_H
#include "servers/audio/audio_effect.h"
class AudioEffectDelay;
class AudioEffectDelayInstance : public AudioEffectInstance {
GDCLASS(AudioEffectDelayInstance, AudioEffectInstance)
friend class AudioEffectDelay;
Ref<AudioEffectDelay> base;
Vector<AudioFrame> ring_buffer;
unsigned int ring_buffer_pos;
unsigned int ring_buffer_mask;
/* feedback buffer */
Vector<AudioFrame> feedback_buffer;
unsigned int feedback_buffer_pos;
AudioFrame h;
void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
};
class AudioEffectDelay : public AudioEffect {
GDCLASS(AudioEffectDelay, AudioEffect)
friend class AudioEffectDelayInstance;
enum {
MAX_DELAY_MS = 3000,
MAX_TAPS = 2
};
float dry;
bool tap_1_active;
float tap_1_delay_ms;
float tap_1_level;
float tap_1_pan;
bool tap_2_active;
float tap_2_delay_ms;
float tap_2_level;
float tap_2_pan;
bool feedback_active;
float feedback_delay_ms;
float feedback_level;
float feedback_lowpass;
protected:
static void _bind_methods();
public:
void set_dry(float p_dry);
float get_dry();
void set_tap1_active(bool p_active);
bool is_tap1_active() const;
void set_tap1_delay_ms(float p_delay_ms);
float get_tap1_delay_ms() const;
void set_tap1_level_db(float p_level_db);
float get_tap1_level_db() const;
void set_tap1_pan(float p_pan);
float get_tap1_pan() const;
void set_tap2_active(bool p_active);
bool is_tap2_active() const;
void set_tap2_delay_ms(float p_delay_ms);
float get_tap2_delay_ms() const;
void set_tap2_level_db(float p_level_db);
float get_tap2_level_db() const;
void set_tap2_pan(float p_pan);
float get_tap2_pan() const;
void set_feedback_active(bool p_active);
bool is_feedback_active() const;
void set_feedback_delay_ms(float p_delay_ms);
float get_feedback_delay_ms() const;
void set_feedback_level_db(float p_level_db);
float get_feedback_level_db() const;
void set_feedback_lowpass(float p_lowpass);
float get_feedback_lowpass() const;
Ref<AudioEffectInstance> instance();
AudioEffectDelay();
};
#endif // AUDIOEFFECTDELAY_H
|