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 🎆
67 lines
3.2 KiB
C++
67 lines
3.2 KiB
C++
/*************************************************************************/
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/* audio_effect_panner.cpp */
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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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#include "audio_effect_panner.h"
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void AudioEffectPannerInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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float lvol = CLAMP(1.0 - base->pan, 0, 1);
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float rvol = CLAMP(1.0 + base->pan, 0, 1);
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for (int i = 0; i < p_frame_count; i++) {
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p_dst_frames[i].l = p_src_frames[i].l * lvol + p_src_frames[i].r * (1.0 - rvol);
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p_dst_frames[i].r = p_src_frames[i].r * rvol + p_src_frames[i].l * (1.0 - lvol);
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}
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}
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Ref<AudioEffectInstance> AudioEffectPanner::instance() {
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Ref<AudioEffectPannerInstance> ins;
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ins.instance();
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ins->base = Ref<AudioEffectPanner>(this);
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return ins;
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}
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void AudioEffectPanner::set_pan(float p_cpanume) {
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pan = p_cpanume;
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}
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float AudioEffectPanner::get_pan() const {
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return pan;
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}
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void AudioEffectPanner::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_pan", "cpanume"), &AudioEffectPanner::set_pan);
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ClassDB::bind_method(D_METHOD("get_pan"), &AudioEffectPanner::get_pan);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_pan", "get_pan");
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}
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AudioEffectPanner::AudioEffectPanner() {
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pan = 0;
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}
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