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95 lines
3.5 KiB
C++
95 lines
3.5 KiB
C++
#ifndef AUDIOEFFECTDISTORTION_H
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#define AUDIOEFFECTDISTORTION_H
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/*************************************************************************/
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/* audio_effect_distortion.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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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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#include "servers/audio/audio_effect.h"
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class AudioEffectDistortion;
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class AudioEffectDistortionInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectDistortionInstance, AudioEffectInstance);
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friend class AudioEffectDistortion;
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Ref<AudioEffectDistortion> base;
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float h[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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};
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class AudioEffectDistortion : public AudioEffect {
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GDCLASS(AudioEffectDistortion, AudioEffect);
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public:
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enum Mode {
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MODE_CLIP,
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MODE_ATAN,
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MODE_LOFI,
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MODE_OVERDRIVE,
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MODE_WAVESHAPE,
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};
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friend class AudioEffectDistortionInstance;
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Mode mode;
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float pre_gain;
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float post_gain;
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float keep_hf_hz;
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float drive;
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protected:
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static void _bind_methods();
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public:
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Ref<AudioEffectInstance> instance();
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_pre_gain(float p_pre_gain);
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float get_pre_gain() const;
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void set_keep_hf_hz(float p_keep_hf_hz);
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float get_keep_hf_hz() const;
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void set_drive(float p_drive);
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float get_drive() const;
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void set_post_gain(float p_post_gain);
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float get_post_gain() const;
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AudioEffectDistortion();
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};
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VARIANT_ENUM_CAST(AudioEffectDistortion::Mode)
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#endif // AUDIOEFFECTDISTORTION_H
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