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https://github.com/Relintai/pandemonium_engine_minimal.git
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80 lines
1.5 KiB
C++
80 lines
1.5 KiB
C++
#ifndef AUDIO_EFFECT_PHASER_H
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#define AUDIO_EFFECT_PHASER_H
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/* audio_effect_phaser.h */
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#include "servers/audio/audio_effect.h"
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class AudioEffectPhaser;
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class AudioEffectPhaserInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectPhaserInstance, AudioEffectInstance);
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friend class AudioEffectPhaser;
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Ref<AudioEffectPhaser> base;
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float phase;
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AudioFrame h;
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class AllpassDelay {
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float a, h;
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public:
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_ALWAYS_INLINE_ void delay(float d) {
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a = (1.f - d) / (1.f + d);
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}
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_ALWAYS_INLINE_ float update(float s) {
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float y = s * -a + h;
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h = y * a + s;
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return y;
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}
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AllpassDelay() {
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a = 0;
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h = 0;
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}
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};
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AllpassDelay allpass[2][6];
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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 AudioEffectPhaser : public AudioEffect {
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GDCLASS(AudioEffectPhaser, AudioEffect);
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friend class AudioEffectPhaserInstance;
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float range_min;
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float range_max;
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float rate;
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float feedback;
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float depth;
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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_range_min_hz(float p_hz);
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float get_range_min_hz() const;
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void set_range_max_hz(float p_hz);
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float get_range_max_hz() const;
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void set_rate_hz(float p_hz);
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float get_rate_hz() const;
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void set_feedback(float p_fbk);
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float get_feedback() const;
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void set_depth(float p_depth);
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float get_depth() const;
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AudioEffectPhaser();
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};
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#endif // AUDIO_EFFECT_PHASER_H
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