godot/servers/audio/effects/reverb.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

138 lines
3.9 KiB
C++

/*************************************************************************/
/* reverb.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. */
/*************************************************************************/
// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2006
#ifndef REVERB_H
#define REVERB_H
#include "core/math/audio_frame.h"
#include "core/os/memory.h"
#include "core/typedefs.h"
class Reverb {
public:
enum {
INPUT_BUFFER_MAX_SIZE = 1024,
};
private:
enum {
MAX_COMBS = 8,
MAX_ALLPASS = 4,
MAX_ECHO_MS = 500
};
static const float comb_tunings[MAX_COMBS];
static const float allpass_tunings[MAX_ALLPASS];
struct Comb {
int size;
float *buffer;
float feedback;
float damp; //lowpass
float damp_h; //history
int pos;
int extra_spread_frames;
Comb() {
size = 0;
buffer = 0;
feedback = 0;
damp_h = 0;
pos = 0;
}
};
struct AllPass {
int size;
float *buffer;
int pos;
int extra_spread_frames;
AllPass() {
size = 0;
buffer = 0;
pos = 0;
}
};
Comb comb[MAX_COMBS];
AllPass allpass[MAX_ALLPASS];
float *input_buffer;
float *echo_buffer;
int echo_buffer_size;
int echo_buffer_pos;
float hpf_h1, hpf_h2;
struct Parameters {
float room_size;
float damp;
float wet;
float dry;
float mix_rate;
float extra_spread_base;
float extra_spread;
float predelay;
float predelay_fb;
float hpf;
} params;
void configure_buffers();
void update_parameters();
void clear_buffers();
public:
void set_room_size(float p_size);
void set_damp(float p_damp);
void set_wet(float p_wet);
void set_dry(float p_dry);
void set_predelay(float p_predelay); // in ms
void set_predelay_feedback(float p_predelay_fb); // in ms
void set_highpass(float p_frq);
void set_mix_rate(float p_mix_rate);
void set_extra_spread(float p_spread);
void set_extra_spread_base(float p_sec);
void process(float *p_src, float *p_dst, int p_frames);
Reverb();
~Reverb();
};
#endif