pandemonium_engine/servers/audio/effects/audio_effect_reverb.h

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#ifndef AUDIOEFFECTREVERB_H
#define AUDIOEFFECTREVERB_H
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/*************************************************************************/
/* audio_effect_reverb.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* 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 "servers/audio/audio_effect.h"
#include "servers/audio/effects/reverb.h"
class AudioEffectReverb;
class AudioEffectReverbInstance : public AudioEffectInstance {
GDCLASS(AudioEffectReverbInstance, AudioEffectInstance);
Ref<AudioEffectReverb> base;
float tmp_src[Reverb::INPUT_BUFFER_MAX_SIZE];
float tmp_dst[Reverb::INPUT_BUFFER_MAX_SIZE];
friend class AudioEffectReverb;
Reverb reverb[2];
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
AudioEffectReverbInstance();
};
class AudioEffectReverb : public AudioEffect {
GDCLASS(AudioEffectReverb, AudioEffect);
friend class AudioEffectReverbInstance;
float predelay;
float predelay_fb;
float hpf;
float room_size;
float damping;
float spread;
float dry;
float wet;
protected:
static void _bind_methods();
public:
void set_predelay_msec(float p_msec);
void set_predelay_feedback(float p_feedback);
void set_room_size(float p_size);
void set_damping(float p_damping);
void set_spread(float p_spread);
void set_dry(float p_dry);
void set_wet(float p_wet);
void set_hpf(float p_hpf);
float get_predelay_msec() const;
float get_predelay_feedback() const;
float get_room_size() const;
float get_damping() const;
float get_spread() const;
float get_dry() const;
float get_wet() const;
float get_hpf() const;
Ref<AudioEffectInstance> instance();
AudioEffectReverb();
};
#endif // AUDIOEFFECTREVERB_H