Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
170 lines
5.4 KiB
C++
170 lines
5.4 KiB
C++
/*************************************************************************/
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/* audio_effect_filter.h */
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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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#ifndef AUDIOEFFECTFILTER_H
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#define AUDIOEFFECTFILTER_H
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#include "servers/audio/audio_effect.h"
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#include "servers/audio/audio_filter_sw.h"
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class AudioEffectFilter;
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class AudioEffectFilterInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectFilterInstance, AudioEffectInstance);
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friend class AudioEffectFilter;
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Ref<AudioEffectFilter> base;
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AudioFilterSW filter;
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AudioFilterSW::Processor filter_process[2][4];
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template <int S>
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void _process_filter(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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public:
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
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AudioEffectFilterInstance();
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};
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class AudioEffectFilter : public AudioEffect {
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GDCLASS(AudioEffectFilter, AudioEffect);
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public:
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enum FilterDB {
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FILTER_6DB,
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FILTER_12DB,
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FILTER_18DB,
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FILTER_24DB,
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};
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friend class AudioEffectFilterInstance;
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AudioFilterSW::Mode mode;
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float cutoff;
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float resonance;
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float gain;
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FilterDB db;
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protected:
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static void _bind_methods();
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public:
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void set_cutoff(float p_freq);
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float get_cutoff() const;
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void set_resonance(float p_amount);
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float get_resonance() const;
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void set_gain(float p_amount);
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float get_gain() const;
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void set_db(FilterDB p_db);
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FilterDB get_db() const;
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Ref<AudioEffectInstance> instance();
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AudioEffectFilter(AudioFilterSW::Mode p_mode = AudioFilterSW::LOWPASS);
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};
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VARIANT_ENUM_CAST(AudioEffectFilter::FilterDB)
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class AudioEffectLowPassFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectLowPassFilter, AudioEffectFilter);
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void _validate_property(PropertyInfo &property) const {
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if (property.name == "gain") {
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property.usage = 0;
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}
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}
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public:
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AudioEffectLowPassFilter() :
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AudioEffectFilter(AudioFilterSW::LOWPASS) {}
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};
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class AudioEffectHighPassFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectHighPassFilter, AudioEffectFilter);
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void _validate_property(PropertyInfo &property) const {
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if (property.name == "gain") {
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property.usage = 0;
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}
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}
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public:
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AudioEffectHighPassFilter() :
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AudioEffectFilter(AudioFilterSW::HIGHPASS) {}
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};
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class AudioEffectBandPassFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectBandPassFilter, AudioEffectFilter);
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void _validate_property(PropertyInfo &property) const {
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if (property.name == "gain") {
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property.usage = 0;
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}
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}
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public:
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AudioEffectBandPassFilter() :
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AudioEffectFilter(AudioFilterSW::BANDPASS) {}
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};
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class AudioEffectNotchFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectNotchFilter, AudioEffectFilter);
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public:
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AudioEffectNotchFilter() :
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AudioEffectFilter(AudioFilterSW::NOTCH) {}
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};
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class AudioEffectBandLimitFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectBandLimitFilter, AudioEffectFilter);
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public:
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AudioEffectBandLimitFilter() :
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AudioEffectFilter(AudioFilterSW::BANDLIMIT) {}
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};
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class AudioEffectLowShelfFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectLowShelfFilter, AudioEffectFilter);
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public:
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AudioEffectLowShelfFilter() :
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AudioEffectFilter(AudioFilterSW::LOWSHELF) {}
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};
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class AudioEffectHighShelfFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectHighShelfFilter, AudioEffectFilter);
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public:
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AudioEffectHighShelfFilter() :
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AudioEffectFilter(AudioFilterSW::HIGHSHELF) {}
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};
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#endif // AUDIOEFFECTFILTER_H
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