b5334d14f7
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 🎆
171 lines
5.4 KiB
C++
171 lines
5.4 KiB
C++
/*************************************************************************/
|
|
/* audio_effect_filter.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 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<AudioEffectFilter> base;
|
|
|
|
AudioFilterSW filter;
|
|
AudioFilterSW::Processor filter_process[2][4];
|
|
|
|
template <int S>
|
|
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) override;
|
|
|
|
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<AudioEffectInstance> instance() override;
|
|
|
|
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 override {
|
|
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 override {
|
|
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 override {
|
|
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
|