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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
76 lines
3.4 KiB
C++
76 lines
3.4 KiB
C++
/*************************************************************************/
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/* audio_effect_amplify.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "audio_effect_amplify.h"
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void AudioEffectAmplifyInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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//multiply volume interpolating to avoid clicks if this changes
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float volume_db = base->volume_db;
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float vol = Math::db2linear(mix_volume_db);
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float vol_inc = (Math::db2linear(volume_db) - vol) / float(p_frame_count);
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for (int i = 0; i < p_frame_count; i++) {
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p_dst_frames[i] = p_src_frames[i] * vol;
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vol += vol_inc;
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}
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//set volume for next mix
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mix_volume_db = volume_db;
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}
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Ref<AudioEffectInstance> AudioEffectAmplify::instance() {
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Ref<AudioEffectAmplifyInstance> ins;
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ins.instance();
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ins->base = Ref<AudioEffectAmplify>(this);
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ins->mix_volume_db = volume_db;
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return ins;
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}
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void AudioEffectAmplify::set_volume_db(float p_volume) {
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volume_db = p_volume;
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}
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float AudioEffectAmplify::get_volume_db() const {
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return volume_db;
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}
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void AudioEffectAmplify::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_volume_db", "volume"), &AudioEffectAmplify::set_volume_db);
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ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioEffectAmplify::get_volume_db);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "volume_db", PROPERTY_HINT_RANGE, "-80,24,0.01"), "set_volume_db", "get_volume_db");
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}
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AudioEffectAmplify::AudioEffectAmplify() {
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volume_db = 0;
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}
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