godot/servers/audio/effects/audio_effect_spectrum_analyzer.h

108 lines
3.9 KiB
C++

/*************************************************************************/
/* audio_effect_spectrum_analyzer.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef AUDIO_EFFECT_SPECTRUM_ANALYZER_H
#define AUDIO_EFFECT_SPECTRUM_ANALYZER_H
#include "servers/audio/audio_effect.h"
class AudioEffectSpectrumAnalyzer;
class AudioEffectSpectrumAnalyzerInstance : public AudioEffectInstance {
GDCLASS(AudioEffectSpectrumAnalyzerInstance, AudioEffectInstance);
public:
enum MagnitudeMode {
MAGNITUDE_AVERAGE,
MAGNITUDE_MAX,
};
private:
friend class AudioEffectSpectrumAnalyzer;
Ref<AudioEffectSpectrumAnalyzer> base;
Vector<Vector<AudioFrame>> fft_history;
Vector<float> temporal_fft;
int temporal_fft_pos;
int fft_size;
int fft_count;
int fft_pos;
float mix_rate;
uint64_t last_fft_time;
protected:
static void _bind_methods();
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
Vector2 get_magnitude_for_frequency_range(float p_begin, float p_end, MagnitudeMode p_mode = MAGNITUDE_MAX) const;
};
VARIANT_ENUM_CAST(AudioEffectSpectrumAnalyzerInstance::MagnitudeMode)
class AudioEffectSpectrumAnalyzer : public AudioEffect {
GDCLASS(AudioEffectSpectrumAnalyzer, AudioEffect);
public:
enum FFTSize {
FFT_SIZE_256,
FFT_SIZE_512,
FFT_SIZE_1024,
FFT_SIZE_2048,
FFT_SIZE_4096,
FFT_SIZE_MAX
};
public:
friend class AudioEffectSpectrumAnalyzerInstance;
float buffer_length;
float tapback_pos;
FFTSize fft_size;
protected:
static void _bind_methods();
public:
Ref<AudioEffectInstance> instantiate() override;
void set_buffer_length(float p_seconds);
float get_buffer_length() const;
void set_tap_back_pos(float p_seconds);
float get_tap_back_pos() const;
void set_fft_size(FFTSize);
FFTSize get_fft_size() const;
AudioEffectSpectrumAnalyzer();
};
VARIANT_ENUM_CAST(AudioEffectSpectrumAnalyzer::FFTSize);
#endif // AUDIO_EFFECT_SPECTRUM_ANALYZER_H