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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
135 lines
4.4 KiB
C++
135 lines
4.4 KiB
C++
/*************************************************************************/
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/* audio_effect_delay.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef AUDIOEFFECTDELAY_H
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#define AUDIOEFFECTDELAY_H
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#include "servers/audio/audio_effect.h"
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class AudioEffectDelay;
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class AudioEffectDelayInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectDelayInstance, AudioEffectInstance);
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friend class AudioEffectDelay;
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Ref<AudioEffectDelay> base;
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Vector<AudioFrame> ring_buffer;
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unsigned int ring_buffer_pos;
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unsigned int ring_buffer_mask;
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/* feedback buffer */
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Vector<AudioFrame> feedback_buffer;
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unsigned int feedback_buffer_pos;
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AudioFrame h;
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void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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public:
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
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};
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class AudioEffectDelay : public AudioEffect {
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GDCLASS(AudioEffectDelay, AudioEffect);
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friend class AudioEffectDelayInstance;
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enum {
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MAX_DELAY_MS = 3000,
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MAX_TAPS = 2
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};
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float dry;
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bool tap_1_active;
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float tap_1_delay_ms;
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float tap_1_level;
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float tap_1_pan;
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bool tap_2_active;
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float tap_2_delay_ms;
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float tap_2_level;
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float tap_2_pan;
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bool feedback_active;
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float feedback_delay_ms;
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float feedback_level;
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float feedback_lowpass;
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protected:
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static void _bind_methods();
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public:
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void set_dry(float p_dry);
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float get_dry();
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void set_tap1_active(bool p_active);
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bool is_tap1_active() const;
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void set_tap1_delay_ms(float p_delay_ms);
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float get_tap1_delay_ms() const;
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void set_tap1_level_db(float p_level_db);
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float get_tap1_level_db() const;
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void set_tap1_pan(float p_pan);
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float get_tap1_pan() const;
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void set_tap2_active(bool p_active);
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bool is_tap2_active() const;
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void set_tap2_delay_ms(float p_delay_ms);
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float get_tap2_delay_ms() const;
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void set_tap2_level_db(float p_level_db);
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float get_tap2_level_db() const;
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void set_tap2_pan(float p_pan);
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float get_tap2_pan() const;
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void set_feedback_active(bool p_active);
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bool is_feedback_active() const;
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void set_feedback_delay_ms(float p_delay_ms);
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float get_feedback_delay_ms() const;
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void set_feedback_level_db(float p_level_db);
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float get_feedback_level_db() const;
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void set_feedback_lowpass(float p_lowpass);
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float get_feedback_lowpass() const;
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Ref<AudioEffectInstance> instance() override;
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AudioEffectDelay();
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};
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#endif // AUDIOEFFECTDELAY_H
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