mirror of
https://github.com/Relintai/pandemonium_engine.git
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98 lines
3.6 KiB
C++
98 lines
3.6 KiB
C++
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/*************************************************************************/
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/* audio_effect_reverb.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIOEFFECTREVERB_H
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#define AUDIOEFFECTREVERB_H
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#include "servers/audio/audio_effect.h"
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#include "servers/audio/effects/reverb.h"
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class AudioEffectReverb;
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class AudioEffectReverbInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectReverbInstance, AudioEffectInstance);
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Ref<AudioEffectReverb> base;
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float tmp_src[Reverb::INPUT_BUFFER_MAX_SIZE];
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float tmp_dst[Reverb::INPUT_BUFFER_MAX_SIZE];
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friend class AudioEffectReverb;
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Reverb reverb[2];
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public:
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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AudioEffectReverbInstance();
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};
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class AudioEffectReverb : public AudioEffect {
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GDCLASS(AudioEffectReverb, AudioEffect);
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friend class AudioEffectReverbInstance;
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float predelay;
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float predelay_fb;
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float hpf;
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float room_size;
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float damping;
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float spread;
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float dry;
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float wet;
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protected:
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static void _bind_methods();
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public:
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void set_predelay_msec(float p_msec);
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void set_predelay_feedback(float p_feedback);
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void set_room_size(float p_size);
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void set_damping(float p_damping);
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void set_spread(float p_spread);
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void set_dry(float p_dry);
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void set_wet(float p_wet);
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void set_hpf(float p_hpf);
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float get_predelay_msec() const;
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float get_predelay_feedback() const;
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float get_room_size() const;
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float get_damping() const;
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float get_spread() const;
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float get_dry() const;
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float get_wet() const;
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float get_hpf() const;
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Ref<AudioEffectInstance> instance();
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AudioEffectReverb();
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};
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#endif // AUDIOEFFECTREVERB_H
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