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/*************************************************************************/
/* audio_effect_phaser.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 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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