godot/servers/audio/effects/audio_effect_phaser.cpp

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#include "audio_effect_phaser.h"
#include "servers/audio_server.h"
#include "math_funcs.h"
void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {
float sampling_rate = AudioServer::get_singleton()->get_mix_rate();
float dmin = base->range_min / (sampling_rate/2.0);
float dmax = base->range_max / (sampling_rate/2.0);
float increment = 2.f * Math_PI * (base->rate / sampling_rate);
for(int i=0;i<p_frame_count;i++) {
phase += increment;
while ( phase >= Math_PI * 2.f ) {
phase -= Math_PI * 2.f;
}
float d = dmin + (dmax-dmin) * ((sin( phase ) + 1.f)/2.f);
//update filter coeffs
for( int j=0; j<6; j++ ) {
allpass[0][j].delay( d );
allpass[1][j].delay( d );
}
//calculate output
float y = allpass[0][0].update(
allpass[0][1].update(
allpass[0][2].update(
allpass[0][3].update(
allpass[0][4].update(
allpass[0][5].update( p_src_frames[i].l + h.l * base->feedback ))))));
h.l=y;
p_dst_frames[i].l = p_src_frames[i].l + y * base->depth;
y = allpass[1][0].update(
allpass[1][1].update(
allpass[1][2].update(
allpass[1][3].update(
allpass[1][4].update(
allpass[1][5].update( p_src_frames[i].r + h.r * base->feedback ))))));
h.r=y;
p_dst_frames[i].r = p_src_frames[i].r + y * base->depth;
}
}
Ref<AudioEffectInstance> AudioEffectPhaser::instance() {
Ref<AudioEffectPhaserInstance> ins;
ins.instance();
ins->base=Ref<AudioEffectPhaser>(this);
ins->phase=0;
ins->h=AudioFrame(0,0);
return ins;
}
void AudioEffectPhaser::set_range_min_hz(float p_hz) {
range_min=p_hz;
}
float AudioEffectPhaser::get_range_min_hz() const{
return range_min;
}
void AudioEffectPhaser::set_range_max_hz(float p_hz){
range_max=p_hz;
}
float AudioEffectPhaser::get_range_max_hz() const{
return range_max;
}
void AudioEffectPhaser::set_rate_hz(float p_hz){
rate=p_hz;
}
float AudioEffectPhaser::get_rate_hz() const{
return rate;
}
void AudioEffectPhaser::set_feedback(float p_fbk){
feedback=p_fbk;
}
float AudioEffectPhaser::get_feedback() const{
return feedback;
}
void AudioEffectPhaser::set_depth(float p_depth) {
depth=p_depth;
}
float AudioEffectPhaser::get_depth() const {
return depth;
}
void AudioEffectPhaser::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_range_min_hz","hz"),&AudioEffectPhaser::set_range_min_hz);
ClassDB::bind_method(D_METHOD("get_range_min_hz"),&AudioEffectPhaser::get_range_min_hz);
ClassDB::bind_method(D_METHOD("set_range_max_hz","hz"),&AudioEffectPhaser::set_range_max_hz);
ClassDB::bind_method(D_METHOD("get_range_max_hz"),&AudioEffectPhaser::get_range_max_hz);
ClassDB::bind_method(D_METHOD("set_rate_hz","hz"),&AudioEffectPhaser::set_rate_hz);
ClassDB::bind_method(D_METHOD("get_rate_hz"),&AudioEffectPhaser::get_rate_hz);
ClassDB::bind_method(D_METHOD("set_feedback","fbk"),&AudioEffectPhaser::set_feedback);
ClassDB::bind_method(D_METHOD("get_feedback"),&AudioEffectPhaser::get_feedback);
ClassDB::bind_method(D_METHOD("set_depth","depth"),&AudioEffectPhaser::set_depth);
ClassDB::bind_method(D_METHOD("get_depth"),&AudioEffectPhaser::get_depth);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"range_min_hz",PROPERTY_HINT_RANGE,"10,10000"),"set_range_min_hz","get_range_min_hz");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"range_max_hz",PROPERTY_HINT_RANGE,"10,10000"),"set_range_max_hz","get_range_max_hz");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"rate_hz",PROPERTY_HINT_RANGE,"0.01,20"),"set_rate_hz","get_rate_hz");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"feedback",PROPERTY_HINT_RANGE,"0.1,0.9,0.1"),"set_feedback","get_feedback");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"depth",PROPERTY_HINT_RANGE,"0.1,4,0.1"),"set_depth","get_depth");
}
AudioEffectPhaser::AudioEffectPhaser()
{
range_min=440;
range_max=1600;
rate=0.5;
feedback=0.7;
depth=1;
}