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#ifndef AUDIO_EFFECT_PHASER_H
#define AUDIO_EFFECT_PHASER_H
#include "servers/audio/audio_effect.h"
class AudioEffectPhaser;
class AudioEffectPhaserInstance : public AudioEffectInstance {
GDCLASS(AudioEffectPhaserInstance,AudioEffectInstance)
friend class AudioEffectPhaser;
Ref<AudioEffectPhaser> base;
float phase;
AudioFrame h;
class AllpassDelay{
float a, h;
public:
_ALWAYS_INLINE_ void delay( float d ) {
a = (1.f - d) / (1.f + d);
}
_ALWAYS_INLINE_ float update( float s ){
float y = s * -a + h;
h = y * a + s;
return y;
}
AllpassDelay() { a =0; h = 0;}
};
AllpassDelay allpass[2][6];
public:
virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count);
};
class AudioEffectPhaser : public AudioEffect {
GDCLASS(AudioEffectPhaser,AudioEffect)
friend class AudioEffectPhaserInstance;
float range_min;
float range_max;
float rate;
float feedback;
float depth;
protected:
static void _bind_methods();
public:
Ref<AudioEffectInstance> instance();
void set_range_min_hz(float p_hz);
float get_range_min_hz() const;
void set_range_max_hz(float p_hz);
float get_range_max_hz() const;
void set_rate_hz(float p_hz);
float get_rate_hz() const;
void set_feedback(float p_fbk);
float get_feedback() const;
void set_depth(float p_depth);
float get_depth() const;
AudioEffectPhaser();
};
#endif // AUDIO_EFFECT_PHASER_H
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