godot/servers/audio/effects/audio_effect_reverb.cpp

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/*************************************************************************/
/* audio_effect_reverb.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "audio_effect_reverb.h"
#include "servers/audio_server.h"
void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {
for(int i=0;i<2;i++) {
Reverb &r=reverb[i];
r.set_predelay( base->predelay);
r.set_predelay_feedback( base->predelay_fb );
r.set_highpass( base->hpf );
r.set_room_size( base->room_size );
r.set_damp( base->damping );
r.set_extra_spread( base->spread );
r.set_wet( base->wet );
r.set_dry( base->dry );
}
int todo = p_frame_count;
int offset=0;
while(todo) {
int to_mix = MIN(todo,Reverb::INPUT_BUFFER_MAX_SIZE);
for(int j=0;j<to_mix;j++) {
tmp_src[j]=p_src_frames[offset+j].l;
}
reverb[0].process(tmp_src,tmp_dst,to_mix);
for(int j=0;j<to_mix;j++) {
p_dst_frames[offset+j].l=tmp_dst[j];
tmp_src[j]=p_src_frames[offset+j].r;
}
reverb[1].process(tmp_src,tmp_dst,to_mix);
for(int j=0;j<to_mix;j++) {
p_dst_frames[offset+j].r=tmp_dst[j];
}
offset+=to_mix;
todo-=to_mix;
}
}
AudioEffectReverbInstance::AudioEffectReverbInstance() {
reverb[0].set_mix_rate( AudioServer::get_singleton()->get_mix_rate() );
reverb[0].set_extra_spread_base(0);
reverb[1].set_mix_rate( AudioServer::get_singleton()->get_mix_rate() );
reverb[1].set_extra_spread_base(0.000521); //for stereo effect
}
Ref<AudioEffectInstance> AudioEffectReverb::instance() {
Ref<AudioEffectReverbInstance> ins;
ins.instance();
ins->base=Ref<AudioEffectReverb>(this);
return ins;
}
void AudioEffectReverb::set_predelay_msec(float p_msec) {
predelay=p_msec;
}
void AudioEffectReverb::set_predelay_feedback(float p_feedback){
predelay_fb=p_feedback;
}
void AudioEffectReverb::set_room_size(float p_size){
room_size=p_size;
}
void AudioEffectReverb::set_damping(float p_damping){
damping=p_damping;
}
void AudioEffectReverb::set_spread(float p_spread){
spread=p_spread;
}
void AudioEffectReverb::set_dry(float p_dry){
dry=p_dry;
}
void AudioEffectReverb::set_wet(float p_wet){
wet=p_wet;
}
void AudioEffectReverb::set_hpf(float p_hpf) {
hpf=p_hpf;
}
float AudioEffectReverb::get_predelay_msec() const {
return predelay;
}
float AudioEffectReverb::get_predelay_feedback() const {
return predelay_fb;
}
float AudioEffectReverb::get_room_size() const {
return room_size;
}
float AudioEffectReverb::get_damping() const {
return damping;
}
float AudioEffectReverb::get_spread() const {
return spread;
}
float AudioEffectReverb::get_dry() const {
return dry;
}
float AudioEffectReverb::get_wet() const {
return wet;
}
float AudioEffectReverb::get_hpf() const {
return hpf;
}
void AudioEffectReverb::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_predelay_msec","msec"),&AudioEffectReverb::set_predelay_msec);
ClassDB::bind_method(D_METHOD("get_predelay_msec"),&AudioEffectReverb::get_predelay_msec);
ClassDB::bind_method(D_METHOD("set_predelay_feedback","feedback"),&AudioEffectReverb::set_predelay_feedback);
ClassDB::bind_method(D_METHOD("get_predelay_feedback"),&AudioEffectReverb::get_predelay_feedback);
ClassDB::bind_method(D_METHOD("set_room_size","size"),&AudioEffectReverb::set_room_size);
ClassDB::bind_method(D_METHOD("get_room_size"),&AudioEffectReverb::get_room_size);
ClassDB::bind_method(D_METHOD("set_damping","amount"),&AudioEffectReverb::set_damping);
ClassDB::bind_method(D_METHOD("get_damping"),&AudioEffectReverb::get_damping);
ClassDB::bind_method(D_METHOD("set_spread","amount"),&AudioEffectReverb::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"),&AudioEffectReverb::get_spread);
ClassDB::bind_method(D_METHOD("set_dry","amount"),&AudioEffectReverb::set_dry);
ClassDB::bind_method(D_METHOD("get_dry"),&AudioEffectReverb::get_dry);
ClassDB::bind_method(D_METHOD("set_wet","amount"),&AudioEffectReverb::set_wet);
ClassDB::bind_method(D_METHOD("get_wet"),&AudioEffectReverb::get_wet);
ClassDB::bind_method(D_METHOD("set_hpf","amount"),&AudioEffectReverb::set_hpf);
ClassDB::bind_method(D_METHOD("get_hpf"),&AudioEffectReverb::get_hpf);
ADD_GROUP("Predelay","predelay_");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"predelay_msec",PROPERTY_HINT_RANGE,"20,500,1"),"set_predelay_msec","get_predelay_msec");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"predelay_feedback",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_predelay_msec","get_predelay_msec");
ADD_GROUP("","");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"room_size",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_room_size","get_room_size");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"damping",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_damping","get_damping");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"spread",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_spread","get_spread");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"hipass",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_hpf","get_hpf");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"dry",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_dry","get_dry");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"wet",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_wet","get_wet");
}
AudioEffectReverb::AudioEffectReverb() {
predelay=150;
predelay_fb=0.4;
hpf=0;
room_size=0.8;
damping=0.5;
spread=1.0;
dry=1.0;
wet=0.5;
}