pandemonium_engine_minimal/servers/audio/effects/audio_effect_eq.h

75 lines
1.7 KiB
C++

#ifndef AUDIOEFFECTEQ_H
#define AUDIOEFFECTEQ_H
/* audio_effect_eq.h */
#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<AudioEffectEQ> base;
Vector<EQ::BandProcess> bands[2];
Vector<float> 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<float> gain;
RBMap<StringName, int> prop_band_map;
Vector<String> 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<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
Ref<AudioEffectInstance> 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