2017-03-05 22:47:28 +08:00
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/*************************************************************************/
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/* audio_effect_reverb.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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2017-01-22 06:00:25 +08:00
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#include "audio_effect_reverb.h"
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#include "servers/audio_server.h"
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void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {
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for(int i=0;i<2;i++) {
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Reverb &r=reverb[i];
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r.set_predelay( base->predelay);
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r.set_predelay_feedback( base->predelay_fb );
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r.set_highpass( base->hpf );
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r.set_room_size( base->room_size );
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r.set_damp( base->damping );
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r.set_extra_spread( base->spread );
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r.set_wet( base->wet );
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r.set_dry( base->dry );
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}
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int todo = p_frame_count;
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int offset=0;
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while(todo) {
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int to_mix = MIN(todo,Reverb::INPUT_BUFFER_MAX_SIZE);
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for(int j=0;j<to_mix;j++) {
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tmp_src[j]=p_src_frames[offset+j].l;
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}
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reverb[0].process(tmp_src,tmp_dst,to_mix);
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for(int j=0;j<to_mix;j++) {
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p_dst_frames[offset+j].l=tmp_dst[j];
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tmp_src[j]=p_src_frames[offset+j].r;
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}
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reverb[1].process(tmp_src,tmp_dst,to_mix);
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for(int j=0;j<to_mix;j++) {
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p_dst_frames[offset+j].r=tmp_dst[j];
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}
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offset+=to_mix;
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todo-=to_mix;
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}
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}
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AudioEffectReverbInstance::AudioEffectReverbInstance() {
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reverb[0].set_mix_rate( AudioServer::get_singleton()->get_mix_rate() );
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reverb[0].set_extra_spread_base(0);
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reverb[1].set_mix_rate( AudioServer::get_singleton()->get_mix_rate() );
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reverb[1].set_extra_spread_base(0.000521); //for stereo effect
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}
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Ref<AudioEffectInstance> AudioEffectReverb::instance() {
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Ref<AudioEffectReverbInstance> ins;
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ins.instance();
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ins->base=Ref<AudioEffectReverb>(this);
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return ins;
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}
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void AudioEffectReverb::set_predelay_msec(float p_msec) {
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predelay=p_msec;
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}
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void AudioEffectReverb::set_predelay_feedback(float p_feedback){
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predelay_fb=p_feedback;
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}
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void AudioEffectReverb::set_room_size(float p_size){
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room_size=p_size;
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}
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void AudioEffectReverb::set_damping(float p_damping){
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damping=p_damping;
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}
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void AudioEffectReverb::set_spread(float p_spread){
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spread=p_spread;
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}
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void AudioEffectReverb::set_dry(float p_dry){
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dry=p_dry;
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}
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void AudioEffectReverb::set_wet(float p_wet){
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wet=p_wet;
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}
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void AudioEffectReverb::set_hpf(float p_hpf) {
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hpf=p_hpf;
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}
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float AudioEffectReverb::get_predelay_msec() const {
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return predelay;
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}
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float AudioEffectReverb::get_predelay_feedback() const {
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return predelay_fb;
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}
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float AudioEffectReverb::get_room_size() const {
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return room_size;
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}
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float AudioEffectReverb::get_damping() const {
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return damping;
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}
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float AudioEffectReverb::get_spread() const {
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return spread;
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}
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float AudioEffectReverb::get_dry() const {
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return dry;
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}
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float AudioEffectReverb::get_wet() const {
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return wet;
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}
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float AudioEffectReverb::get_hpf() const {
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return hpf;
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}
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void AudioEffectReverb::_bind_methods() {
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_predelay_msec","msec"),&AudioEffectReverb::set_predelay_msec);
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ClassDB::bind_method(D_METHOD("get_predelay_msec"),&AudioEffectReverb::get_predelay_msec);
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2017-01-22 06:00:25 +08:00
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_predelay_feedback","feedback"),&AudioEffectReverb::set_predelay_feedback);
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ClassDB::bind_method(D_METHOD("get_predelay_feedback"),&AudioEffectReverb::get_predelay_feedback);
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2017-01-22 06:00:25 +08:00
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_room_size","size"),&AudioEffectReverb::set_room_size);
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ClassDB::bind_method(D_METHOD("get_room_size"),&AudioEffectReverb::get_room_size);
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2017-01-22 06:00:25 +08:00
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_damping","amount"),&AudioEffectReverb::set_damping);
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ClassDB::bind_method(D_METHOD("get_damping"),&AudioEffectReverb::get_damping);
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2017-01-22 06:00:25 +08:00
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_spread","amount"),&AudioEffectReverb::set_spread);
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ClassDB::bind_method(D_METHOD("get_spread"),&AudioEffectReverb::get_spread);
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2017-01-22 06:00:25 +08:00
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_dry","amount"),&AudioEffectReverb::set_dry);
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ClassDB::bind_method(D_METHOD("get_dry"),&AudioEffectReverb::get_dry);
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2017-01-22 06:00:25 +08:00
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_wet","amount"),&AudioEffectReverb::set_wet);
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ClassDB::bind_method(D_METHOD("get_wet"),&AudioEffectReverb::get_wet);
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2017-01-22 06:00:25 +08:00
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2017-02-13 19:47:24 +08:00
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ClassDB::bind_method(D_METHOD("set_hpf","amount"),&AudioEffectReverb::set_hpf);
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ClassDB::bind_method(D_METHOD("get_hpf"),&AudioEffectReverb::get_hpf);
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2017-01-22 06:00:25 +08:00
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ADD_GROUP("Predelay","predelay_");
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2017-02-12 08:11:37 +08:00
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"predelay_msec",PROPERTY_HINT_RANGE,"20,500,1"),"set_predelay_msec","get_predelay_msec");
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"predelay_feedback",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_predelay_msec","get_predelay_msec");
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2017-01-22 06:00:25 +08:00
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ADD_GROUP("","");
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2017-02-12 08:11:37 +08:00
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"room_size",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_room_size","get_room_size");
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"damping",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_damping","get_damping");
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"spread",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_spread","get_spread");
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"hipass",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_hpf","get_hpf");
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"dry",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_dry","get_dry");
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"wet",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_wet","get_wet");
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2017-01-22 06:00:25 +08:00
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}
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AudioEffectReverb::AudioEffectReverb() {
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predelay=150;
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predelay_fb=0.4;
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hpf=0;
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room_size=0.8;
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damping=0.5;
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spread=1.0;
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dry=1.0;
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wet=0.5;
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}
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