godot/servers/audio/reverb_sw.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

89 lines
3.1 KiB
C++

/*************************************************************************/
/* reverb_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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. */
/*************************************************************************/
#ifndef REVERB_SW_H
#define REVERB_SW_H
#include "core/os/memory.h"
#include "core/typedefs.h"
struct ReverbParamsSW;
class ReverbSW {
public:
enum ReverbMode {
REVERB_MODE_ROOM,
REVERB_MODE_STUDIO_SMALL,
REVERB_MODE_STUDIO_MEDIUM,
REVERB_MODE_STUDIO_LARGE,
REVERB_MODE_HALL,
REVERB_MODE_SPACE_ECHO,
REVERB_MODE_ECHO,
REVERB_MODE_DELAY,
REVERB_MODE_HALF_ECHO
};
private:
struct State {
int lwl;
int lwr;
int rwl;
int rwr;
unsigned int Offset;
void reset() {
lwl = 0;
lwr = 0;
rwl = 0;
rwr = 0;
Offset = 0;
}
State() { reset(); }
} state;
ReverbParamsSW *current_params;
int *reverb_buffer;
unsigned int reverb_buffer_size;
ReverbMode mode;
int mix_rate;
void adjust_current_params();
public:
void set_mode(ReverbMode p_mode);
bool process(int *p_input, int *p_output, int p_frames, int p_stereo_stride = 1); // return tru if audio was created
void set_mix_rate(int p_mix_rate);
ReverbSW();
~ReverbSW();
};
#endif