godot/servers/audio/audio_effect.cpp

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/*************************************************************************/
/* audio_effect.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
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#include "audio_effect.h"
void AudioEffectInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
if (GDVIRTUAL_REQUIRED_CALL(_process, p_src_frames, p_dst_frames, p_frame_count)) {
return;
}
}
bool AudioEffectInstance::process_silence() const {
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bool ret = false;
GDVIRTUAL_CALL(_process_silence, ret);
return ret;
}
void AudioEffectInstance::_bind_methods() {
GDVIRTUAL_BIND(_process, "src_buffer", "dst_buffer", "frame_count");
GDVIRTUAL_BIND(_process_silence);
}
////
Ref<AudioEffectInstance> AudioEffect::instantiate() {
Ref<AudioEffectInstance> ret;
if (GDVIRTUAL_REQUIRED_CALL(_instantiate, ret)) {
return ret;
}
return Ref<AudioEffectInstance>();
}
void AudioEffect::_bind_methods() {
GDVIRTUAL_BIND(_instantiate);
}
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AudioEffect::AudioEffect() {
}