1 /*************************************************************************/ 2 /* audio_effect_chorus.h */ 3 /*************************************************************************/ 4 /* This file is part of: */ 5 /* GODOT ENGINE */ 6 /* https://godotengine.org */ 7 /*************************************************************************/ 8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ 9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ 10 /* */ 11 /* Permission is hereby granted, free of charge, to any person obtaining */ 12 /* a copy of this software and associated documentation files (the */ 13 /* "Software"), to deal in the Software without restriction, including */ 14 /* without limitation the rights to use, copy, modify, merge, publish, */ 15 /* distribute, sublicense, and/or sell copies of the Software, and to */ 16 /* permit persons to whom the Software is furnished to do so, subject to */ 17 /* the following conditions: */ 18 /* */ 19 /* The above copyright notice and this permission notice shall be */ 20 /* included in all copies or substantial portions of the Software. */ 21 /* */ 22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ 23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ 24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ 25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ 26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ 27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ 28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 29 /*************************************************************************/ 30 31 #ifndef AUDIOEFFECTCHORUS_H 32 #define AUDIOEFFECTCHORUS_H 33 34 #include "servers/audio/audio_effect.h" 35 36 class AudioEffectChorus; 37 38 class AudioEffectChorusInstance : public AudioEffectInstance { 39 GDCLASS(AudioEffectChorusInstance, AudioEffectInstance); 40 friend class AudioEffectChorus; 41 Ref<AudioEffectChorus> base; 42 43 Vector<AudioFrame> audio_buffer; 44 unsigned int buffer_pos; 45 unsigned int buffer_mask; 46 47 AudioFrame filter_h[4]; 48 uint64_t cycles[4]; 49 50 void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); 51 52 public: 53 virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); 54 }; 55 56 class AudioEffectChorus : public AudioEffect { 57 GDCLASS(AudioEffectChorus, AudioEffect); 58 59 friend class AudioEffectChorusInstance; 60 61 public: 62 enum { 63 64 MAX_DELAY_MS = 50, 65 MAX_DEPTH_MS = 20, 66 MAX_WIDTH_MS = 50, 67 MAX_VOICES = 4, 68 CYCLES_FRAC = 16, 69 CYCLES_MASK = (1 << CYCLES_FRAC) - 1, 70 MAX_CHANNELS = 4, 71 MS_CUTOFF_MAX = 16000 72 }; 73 74 private: 75 struct Voice { 76 77 float delay; 78 float rate; 79 float depth; 80 float level; 81 float cutoff; 82 float pan; 83 VoiceVoice84 Voice() { 85 86 delay = 12.0; 87 rate = 1; 88 depth = 0; 89 level = 0; 90 cutoff = MS_CUTOFF_MAX; 91 pan = 0; 92 } 93 94 } voice[MAX_VOICES]; 95 96 int voice_count; 97 98 float wet; 99 float dry; 100 101 protected: 102 void _validate_property(PropertyInfo &property) const; 103 104 static void _bind_methods(); 105 106 public: 107 void set_voice_count(int p_voices); 108 int get_voice_count() const; 109 110 void set_voice_delay_ms(int p_voice, float p_delay_ms); 111 float get_voice_delay_ms(int p_voice) const; 112 113 void set_voice_rate_hz(int p_voice, float p_rate_hz); 114 float get_voice_rate_hz(int p_voice) const; 115 116 void set_voice_depth_ms(int p_voice, float p_depth_ms); 117 float get_voice_depth_ms(int p_voice) const; 118 119 void set_voice_level_db(int p_voice, float p_level_db); 120 float get_voice_level_db(int p_voice) const; 121 122 void set_voice_cutoff_hz(int p_voice, float p_cutoff_hz); 123 float get_voice_cutoff_hz(int p_voice) const; 124 125 void set_voice_pan(int p_voice, float p_pan); 126 float get_voice_pan(int p_voice) const; 127 128 void set_wet(float amount); 129 float get_wet() const; 130 131 void set_dry(float amount); 132 float get_dry() const; 133 134 Ref<AudioEffectInstance> instance(); 135 136 AudioEffectChorus(); 137 }; 138 139 #endif // AUDIOEFFECTCHORUS_H 140