/*************************************************************************/ /* audio_effect_filter.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 AUDIOEFFECTFILTER_H #define AUDIOEFFECTFILTER_H #include "servers/audio/audio_effect.h" #include "servers/audio/audio_filter_sw.h" class AudioEffectFilter; class AudioEffectFilterInstance : public AudioEffectInstance { GDCLASS(AudioEffectFilterInstance, AudioEffectInstance); friend class AudioEffectFilter; Ref base; AudioFilterSW filter; AudioFilterSW::Processor filter_process[2][4]; template void _process_filter(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); AudioEffectFilterInstance(); }; class AudioEffectFilter : public AudioEffect { GDCLASS(AudioEffectFilter, AudioEffect); public: enum FilterDB { FILTER_6DB, FILTER_12DB, FILTER_18DB, FILTER_24DB, }; friend class AudioEffectFilterInstance; AudioFilterSW::Mode mode; float cutoff; float resonance; float gain; FilterDB db; protected: static void _bind_methods(); public: void set_cutoff(float p_freq); float get_cutoff() const; void set_resonance(float p_amount); float get_resonance() const; void set_gain(float p_amount); float get_gain() const; void set_db(FilterDB p_db); FilterDB get_db() const; Ref instance(); AudioEffectFilter(AudioFilterSW::Mode p_mode = AudioFilterSW::LOWPASS); }; VARIANT_ENUM_CAST(AudioEffectFilter::FilterDB) class AudioEffectLowPassFilter : public AudioEffectFilter { GDCLASS(AudioEffectLowPassFilter, AudioEffectFilter); void _validate_property(PropertyInfo &property) const { if (property.name == "gain") property.usage = 0; } public: AudioEffectLowPassFilter() : AudioEffectFilter(AudioFilterSW::LOWPASS) {} }; class AudioEffectHighPassFilter : public AudioEffectFilter { GDCLASS(AudioEffectHighPassFilter, AudioEffectFilter); void _validate_property(PropertyInfo &property) const { if (property.name == "gain") property.usage = 0; } public: AudioEffectHighPassFilter() : AudioEffectFilter(AudioFilterSW::HIGHPASS) {} }; class AudioEffectBandPassFilter : public AudioEffectFilter { GDCLASS(AudioEffectBandPassFilter, AudioEffectFilter); void _validate_property(PropertyInfo &property) const { if (property.name == "gain") property.usage = 0; } public: AudioEffectBandPassFilter() : AudioEffectFilter(AudioFilterSW::BANDPASS) {} }; class AudioEffectNotchFilter : public AudioEffectFilter { GDCLASS(AudioEffectNotchFilter, AudioEffectFilter); public: AudioEffectNotchFilter() : AudioEffectFilter(AudioFilterSW::NOTCH) {} }; class AudioEffectBandLimitFilter : public AudioEffectFilter { GDCLASS(AudioEffectBandLimitFilter, AudioEffectFilter); public: AudioEffectBandLimitFilter() : AudioEffectFilter(AudioFilterSW::BANDLIMIT) {} }; class AudioEffectLowShelfFilter : public AudioEffectFilter { GDCLASS(AudioEffectLowShelfFilter, AudioEffectFilter); public: AudioEffectLowShelfFilter() : AudioEffectFilter(AudioFilterSW::LOWSHELF) {} }; class AudioEffectHighShelfFilter : public AudioEffectFilter { GDCLASS(AudioEffectHighShelfFilter, AudioEffectFilter); public: AudioEffectHighShelfFilter() : AudioEffectFilter(AudioFilterSW::HIGHSHELF) {} }; #endif // AUDIOEFFECTFILTER_H