#ifndef AUDIOEFFECTEQ_H #define AUDIOEFFECTEQ_H /*************************************************************************/ /* audio_effect_eq.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" #include "servers/audio/effects/eq.h" class AudioEffectEQ; class AudioEffectEQInstance : public AudioEffectInstance { GDCLASS(AudioEffectEQInstance, AudioEffectInstance); friend class AudioEffectEQ; Ref base; Vector bands[2]; Vector gains; public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); }; class AudioEffectEQ : public AudioEffect { GDCLASS(AudioEffectEQ, AudioEffect); friend class AudioEffectEQInstance; EQ eq; Vector gain; RBMap prop_band_map; Vector band_names; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); public: Ref instance(); void set_band_gain_db(int p_band, float p_volume); float get_band_gain_db(int p_band) const; int get_band_count() const; AudioEffectEQ(EQ::Preset p_preset = EQ::PRESET_6_BANDS); }; class AudioEffectEQ6 : public AudioEffectEQ { GDCLASS(AudioEffectEQ6, AudioEffectEQ); public: AudioEffectEQ6() : AudioEffectEQ(EQ::PRESET_6_BANDS) {} }; class AudioEffectEQ10 : public AudioEffectEQ { GDCLASS(AudioEffectEQ10, AudioEffectEQ); public: AudioEffectEQ10() : AudioEffectEQ(EQ::PRESET_10_BANDS) {} }; class AudioEffectEQ21 : public AudioEffectEQ { GDCLASS(AudioEffectEQ21, AudioEffectEQ); public: AudioEffectEQ21() : AudioEffectEQ(EQ::PRESET_21_BANDS) {} }; #endif // AUDIOEFFECTEQ_H