godot/servers/audio/audio_effect.h

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/**************************************************************************/
/* audio_effect.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#ifndef AUDIO_EFFECT_H
#define AUDIO_EFFECT_H
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#include "core/io/resource.h"
#include "core/math/audio_frame.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/variant/native_ptr.h"
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class AudioEffectInstance : public RefCounted {
GDCLASS(AudioEffectInstance, RefCounted);
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protected:
GDVIRTUAL3(_process, GDExtensionConstPtr<AudioFrame>, GDExtensionPtr<AudioFrame>, int)
GDVIRTUAL0RC(bool, _process_silence)
static void _bind_methods();
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public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
virtual bool process_silence() const;
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};
class AudioEffect : public Resource {
GDCLASS(AudioEffect, Resource);
protected:
GDVIRTUAL0R(Ref<AudioEffectInstance>, _instantiate)
static void _bind_methods();
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public:
virtual Ref<AudioEffectInstance> instantiate();
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AudioEffect();
};
#endif // AUDIO_EFFECT_H