godot/servers/audio/effects/audio_effect_delay.cpp

326 lines
12 KiB
C++

/*************************************************************************/
/* audio_effect_delay.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "audio_effect_delay.h"
#include "core/math/math_funcs.h"
#include "servers/audio_server.h"
void AudioEffectDelayInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
int todo = p_frame_count;
while (todo) {
int to_mix = MIN(todo, 256); //can't mix too much
_process_chunk(p_src_frames, p_dst_frames, to_mix);
p_src_frames += to_mix;
p_dst_frames += to_mix;
todo -= to_mix;
}
}
void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
float main_level_f = base->dry;
float mix_rate = AudioServer::get_singleton()->get_mix_rate();
float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0;
int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate);
;
float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0;
int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate);
;
float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0;
unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate);
;
AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f);
tap1_vol.l *= CLAMP(1.0 - base->tap_1_pan, 0, 1);
tap1_vol.r *= CLAMP(1.0 + base->tap_1_pan, 0, 1);
AudioFrame tap2_vol = AudioFrame(tap_2_level_f, tap_2_level_f);
tap2_vol.l *= CLAMP(1.0 - base->tap_2_pan, 0, 1);
tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
// feedback lowpass here
float lpf_c = expf(-Math_TAU * base->feedback_lowpass / mix_rate); // 0 .. 10khz
float lpf_ic = 1.0 - lpf_c;
const AudioFrame *src = p_src_frames;
AudioFrame *dst = p_dst_frames;
AudioFrame *rb_buf = ring_buffer.ptrw();
AudioFrame *fb_buf = feedback_buffer.ptrw();
for (int i = 0; i < p_frame_count; i++) {
rb_buf[ring_buffer_pos & ring_buffer_mask] = src[i];
AudioFrame main_val = src[i] * main_level_f;
AudioFrame tap_1_val = rb_buf[(ring_buffer_pos - tap_1_delay_frames) & ring_buffer_mask] * tap1_vol;
AudioFrame tap_2_val = rb_buf[(ring_buffer_pos - tap_2_delay_frames) & ring_buffer_mask] * tap2_vol;
AudioFrame out = main_val + tap_1_val + tap_2_val;
out += fb_buf[feedback_buffer_pos];
//apply lowpass and feedback gain
AudioFrame fb_in = out * feedback_level_f * lpf_ic + h * lpf_c;
fb_in.undenormalise(); //avoid denormals
h = fb_in;
fb_buf[feedback_buffer_pos] = fb_in;
dst[i] = out;
ring_buffer_pos++;
if ((++feedback_buffer_pos) >= feedback_delay_frames) {
feedback_buffer_pos = 0;
}
}
}
Ref<AudioEffectInstance> AudioEffectDelay::instantiate() {
Ref<AudioEffectDelayInstance> ins;
ins.instantiate();
ins->base = Ref<AudioEffectDelay>(this);
float ring_buffer_max_size = MAX_DELAY_MS + 100; //add 100ms of extra room, just in case
ring_buffer_max_size /= 1000.0; //convert to seconds
ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
int ringbuff_size = ring_buffer_max_size;
int bits = 0;
while (ringbuff_size > 0) {
bits++;
ringbuff_size /= 2;
}
ringbuff_size = 1 << bits;
ins->ring_buffer_mask = ringbuff_size - 1;
ins->ring_buffer_pos = 0;
ins->ring_buffer.resize(ringbuff_size);
ins->feedback_buffer.resize(ringbuff_size);
ins->feedback_buffer_pos = 0;
ins->h = AudioFrame(0, 0);
return ins;
}
void AudioEffectDelay::set_dry(float p_dry) {
dry = p_dry;
}
float AudioEffectDelay::get_dry() {
return dry;
}
void AudioEffectDelay::set_tap1_active(bool p_active) {
tap_1_active = p_active;
}
bool AudioEffectDelay::is_tap1_active() const {
return tap_1_active;
}
void AudioEffectDelay::set_tap1_delay_ms(float p_delay_ms) {
tap_1_delay_ms = p_delay_ms;
}
float AudioEffectDelay::get_tap1_delay_ms() const {
return tap_1_delay_ms;
}
void AudioEffectDelay::set_tap1_level_db(float p_level_db) {
tap_1_level = p_level_db;
}
float AudioEffectDelay::get_tap1_level_db() const {
return tap_1_level;
}
void AudioEffectDelay::set_tap1_pan(float p_pan) {
tap_1_pan = p_pan;
}
float AudioEffectDelay::get_tap1_pan() const {
return tap_1_pan;
}
void AudioEffectDelay::set_tap2_active(bool p_active) {
tap_2_active = p_active;
}
bool AudioEffectDelay::is_tap2_active() const {
return tap_2_active;
}
void AudioEffectDelay::set_tap2_delay_ms(float p_delay_ms) {
tap_2_delay_ms = p_delay_ms;
}
float AudioEffectDelay::get_tap2_delay_ms() const {
return tap_2_delay_ms;
}
void AudioEffectDelay::set_tap2_level_db(float p_level_db) {
tap_2_level = p_level_db;
}
float AudioEffectDelay::get_tap2_level_db() const {
return tap_2_level;
}
void AudioEffectDelay::set_tap2_pan(float p_pan) {
tap_2_pan = p_pan;
}
float AudioEffectDelay::get_tap2_pan() const {
return tap_2_pan;
}
void AudioEffectDelay::set_feedback_active(bool p_active) {
feedback_active = p_active;
}
bool AudioEffectDelay::is_feedback_active() const {
return feedback_active;
}
void AudioEffectDelay::set_feedback_delay_ms(float p_delay_ms) {
feedback_delay_ms = p_delay_ms;
}
float AudioEffectDelay::get_feedback_delay_ms() const {
return feedback_delay_ms;
}
void AudioEffectDelay::set_feedback_level_db(float p_level_db) {
feedback_level = p_level_db;
}
float AudioEffectDelay::get_feedback_level_db() const {
return feedback_level;
}
void AudioEffectDelay::set_feedback_lowpass(float p_lowpass) {
feedback_lowpass = p_lowpass;
}
float AudioEffectDelay::get_feedback_lowpass() const {
return feedback_lowpass;
}
void AudioEffectDelay::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectDelay::set_dry);
ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectDelay::get_dry);
ClassDB::bind_method(D_METHOD("set_tap1_active", "amount"), &AudioEffectDelay::set_tap1_active);
ClassDB::bind_method(D_METHOD("is_tap1_active"), &AudioEffectDelay::is_tap1_active);
ClassDB::bind_method(D_METHOD("set_tap1_delay_ms", "amount"), &AudioEffectDelay::set_tap1_delay_ms);
ClassDB::bind_method(D_METHOD("get_tap1_delay_ms"), &AudioEffectDelay::get_tap1_delay_ms);
ClassDB::bind_method(D_METHOD("set_tap1_level_db", "amount"), &AudioEffectDelay::set_tap1_level_db);
ClassDB::bind_method(D_METHOD("get_tap1_level_db"), &AudioEffectDelay::get_tap1_level_db);
ClassDB::bind_method(D_METHOD("set_tap1_pan", "amount"), &AudioEffectDelay::set_tap1_pan);
ClassDB::bind_method(D_METHOD("get_tap1_pan"), &AudioEffectDelay::get_tap1_pan);
ClassDB::bind_method(D_METHOD("set_tap2_active", "amount"), &AudioEffectDelay::set_tap2_active);
ClassDB::bind_method(D_METHOD("is_tap2_active"), &AudioEffectDelay::is_tap2_active);
ClassDB::bind_method(D_METHOD("set_tap2_delay_ms", "amount"), &AudioEffectDelay::set_tap2_delay_ms);
ClassDB::bind_method(D_METHOD("get_tap2_delay_ms"), &AudioEffectDelay::get_tap2_delay_ms);
ClassDB::bind_method(D_METHOD("set_tap2_level_db", "amount"), &AudioEffectDelay::set_tap2_level_db);
ClassDB::bind_method(D_METHOD("get_tap2_level_db"), &AudioEffectDelay::get_tap2_level_db);
ClassDB::bind_method(D_METHOD("set_tap2_pan", "amount"), &AudioEffectDelay::set_tap2_pan);
ClassDB::bind_method(D_METHOD("get_tap2_pan"), &AudioEffectDelay::get_tap2_pan);
ClassDB::bind_method(D_METHOD("set_feedback_active", "amount"), &AudioEffectDelay::set_feedback_active);
ClassDB::bind_method(D_METHOD("is_feedback_active"), &AudioEffectDelay::is_feedback_active);
ClassDB::bind_method(D_METHOD("set_feedback_delay_ms", "amount"), &AudioEffectDelay::set_feedback_delay_ms);
ClassDB::bind_method(D_METHOD("get_feedback_delay_ms"), &AudioEffectDelay::get_feedback_delay_ms);
ClassDB::bind_method(D_METHOD("set_feedback_level_db", "amount"), &AudioEffectDelay::set_feedback_level_db);
ClassDB::bind_method(D_METHOD("get_feedback_level_db"), &AudioEffectDelay::get_feedback_level_db);
ClassDB::bind_method(D_METHOD("set_feedback_lowpass", "amount"), &AudioEffectDelay::set_feedback_lowpass);
ClassDB::bind_method(D_METHOD("get_feedback_lowpass"), &AudioEffectDelay::get_feedback_lowpass);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap1/active"), "set_tap1_active", "is_tap1_active");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap1_delay_ms", "get_tap1_delay_ms");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap1_level_db", "get_tap1_level_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap1_pan", "get_tap1_pan");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap2/active"), "set_tap2_active", "is_tap2_active");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap2_delay_ms", "get_tap2_delay_ms");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap2_level_db", "get_tap2_level_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap2_pan", "get_tap2_pan");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feedback/active"), "set_feedback_active", "is_feedback_active");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_feedback_delay_ms", "get_feedback_delay_ms");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_feedback_level_db", "get_feedback_level_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/lowpass", PROPERTY_HINT_RANGE, "1,16000,1"), "set_feedback_lowpass", "get_feedback_lowpass");
}
AudioEffectDelay::AudioEffectDelay() {
tap_1_active = true;
tap_1_delay_ms = 250;
tap_1_level = -6;
tap_1_pan = 0.2;
tap_2_active = true;
tap_2_delay_ms = 500;
tap_2_level = -12;
tap_2_pan = -0.4;
feedback_active = false;
feedback_delay_ms = 340;
feedback_level = -6;
feedback_lowpass = 16000;
dry = 1.0;
}