#ifndef AUDIOEFFECTDISTORTION_H #define AUDIOEFFECTDISTORTION_H /*************************************************************************/ /* audio_effect_distortion.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* 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" class AudioEffectDistortion; class AudioEffectDistortionInstance : public AudioEffectInstance { GDCLASS(AudioEffectDistortionInstance, AudioEffectInstance); friend class AudioEffectDistortion; Ref base; float h[2]; public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); }; class AudioEffectDistortion : public AudioEffect { GDCLASS(AudioEffectDistortion, AudioEffect); public: enum Mode { MODE_CLIP, MODE_ATAN, MODE_LOFI, MODE_OVERDRIVE, MODE_WAVESHAPE, }; friend class AudioEffectDistortionInstance; Mode mode; float pre_gain; float post_gain; float keep_hf_hz; float drive; protected: static void _bind_methods(); public: Ref instance(); void set_mode(Mode p_mode); Mode get_mode() const; void set_pre_gain(float p_pre_gain); float get_pre_gain() const; void set_keep_hf_hz(float p_keep_hf_hz); float get_keep_hf_hz() const; void set_drive(float p_drive); float get_drive() const; void set_post_gain(float p_post_gain); float get_post_gain() const; AudioEffectDistortion(); }; VARIANT_ENUM_CAST(AudioEffectDistortion::Mode) #endif // AUDIOEFFECTDISTORTION_H