pandemonium_engine/servers/audio/effects/audio_effect_phaser.cpp

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/*************************************************************************/
/* audio_effect_phaser.cpp */
/*************************************************************************/
2023-12-18 00:31:04 +01:00
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
2023-12-18 00:31:04 +01:00
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
2023-12-18 00:31:04 +01:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_phaser.h"
#include "core/math/math_funcs.h"
#include "servers/audio_server.h"
void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
float sampling_rate = AudioServer::get_singleton()->get_mix_rate();
float dmin = base->range_min / (sampling_rate / 2.0);
float dmax = base->range_max / (sampling_rate / 2.0);
float increment = 2.f * Math_PI * (base->rate / sampling_rate);
for (int i = 0; i < p_frame_count; i++) {
phase += increment;
while (phase >= Math_PI * 2.f) {
phase -= Math_PI * 2.f;
}
float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f);
//update filter coeffs
for (int j = 0; j < 6; j++) {
allpass[0][j].delay(d);
allpass[1][j].delay(d);
}
//calculate output
float y = allpass[0][0].update(
allpass[0][1].update(
allpass[0][2].update(
allpass[0][3].update(
allpass[0][4].update(
allpass[0][5].update(p_src_frames[i].l + h.l * base->feedback))))));
h.l = y;
p_dst_frames[i].l = p_src_frames[i].l + y * base->depth;
y = allpass[1][0].update(
allpass[1][1].update(
allpass[1][2].update(
allpass[1][3].update(
allpass[1][4].update(
allpass[1][5].update(p_src_frames[i].r + h.r * base->feedback))))));
h.r = y;
p_dst_frames[i].r = p_src_frames[i].r + y * base->depth;
}
}
Ref<AudioEffectInstance> AudioEffectPhaser::instance() {
Ref<AudioEffectPhaserInstance> ins;
ins.instance();
ins->base = Ref<AudioEffectPhaser>(this);
ins->phase = 0;
ins->h = AudioFrame(0, 0);
return ins;
}
void AudioEffectPhaser::set_range_min_hz(float p_hz) {
range_min = p_hz;
}
float AudioEffectPhaser::get_range_min_hz() const {
return range_min;
}
void AudioEffectPhaser::set_range_max_hz(float p_hz) {
range_max = p_hz;
}
float AudioEffectPhaser::get_range_max_hz() const {
return range_max;
}
void AudioEffectPhaser::set_rate_hz(float p_hz) {
rate = p_hz;
}
float AudioEffectPhaser::get_rate_hz() const {
return rate;
}
void AudioEffectPhaser::set_feedback(float p_fbk) {
feedback = p_fbk;
}
float AudioEffectPhaser::get_feedback() const {
return feedback;
}
void AudioEffectPhaser::set_depth(float p_depth) {
depth = p_depth;
}
float AudioEffectPhaser::get_depth() const {
return depth;
}
void AudioEffectPhaser::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_range_min_hz", "hz"), &AudioEffectPhaser::set_range_min_hz);
ClassDB::bind_method(D_METHOD("get_range_min_hz"), &AudioEffectPhaser::get_range_min_hz);
ClassDB::bind_method(D_METHOD("set_range_max_hz", "hz"), &AudioEffectPhaser::set_range_max_hz);
ClassDB::bind_method(D_METHOD("get_range_max_hz"), &AudioEffectPhaser::get_range_max_hz);
ClassDB::bind_method(D_METHOD("set_rate_hz", "hz"), &AudioEffectPhaser::set_rate_hz);
ClassDB::bind_method(D_METHOD("get_rate_hz"), &AudioEffectPhaser::get_rate_hz);
ClassDB::bind_method(D_METHOD("set_feedback", "fbk"), &AudioEffectPhaser::set_feedback);
ClassDB::bind_method(D_METHOD("get_feedback"), &AudioEffectPhaser::get_feedback);
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &AudioEffectPhaser::set_depth);
ClassDB::bind_method(D_METHOD("get_depth"), &AudioEffectPhaser::get_depth);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_min_hz", PROPERTY_HINT_RANGE, "10,10000"), "set_range_min_hz", "get_range_min_hz");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "range_max_hz", PROPERTY_HINT_RANGE, "10,10000"), "set_range_max_hz", "get_range_max_hz");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "rate_hz", PROPERTY_HINT_RANGE, "0.01,20"), "set_rate_hz", "get_rate_hz");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback", PROPERTY_HINT_RANGE, "0.1,0.9,0.1"), "set_feedback", "get_feedback");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.1,4,0.1"), "set_depth", "get_depth");
}
AudioEffectPhaser::AudioEffectPhaser() {
range_min = 440;
range_max = 1600;
rate = 0.5;
feedback = 0.7;
depth = 1;
}