godot/servers/audio/effects/audio_effect_eq.h
2017-01-21 19:01:00 -03:00

73 lines
1.6 KiB
C++

#ifndef AUDIOEFFECTEQ_H
#define AUDIOEFFECTEQ_H
#include "servers/audio/audio_effect.h"
#include "servers/audio/effects/eq.h"
class AudioEffectEQ;
class AudioEffectEQInstance : public AudioEffectInstance {
GDCLASS(AudioEffectEQInstance,AudioEffectInstance)
friend class AudioEffectEQ;
Ref<AudioEffectEQ> base;
Vector<EQ::BandProcess> bands[2];
Vector<float> gains;
public:
virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count);
};
class AudioEffectEQ : public AudioEffect {
GDCLASS(AudioEffectEQ,AudioEffect)
friend class AudioEffectEQInstance;
EQ eq;
Vector<float> gain;
Map<StringName,int> prop_band_map;
Vector<String> band_names;
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
Ref<AudioEffectInstance> instance();
void set_band_gain_db(int p_band,float p_volume);
float get_band_gain_db(int p_band) const;
int get_band_count() const;
AudioEffectEQ(EQ::Preset p_preset=EQ::PRESET_6_BANDS);
};
class AudioEffectEQ6 : public AudioEffectEQ {
GDCLASS(AudioEffectEQ6,AudioEffectEQ)
public:
AudioEffectEQ6() : AudioEffectEQ(EQ::PRESET_6_BANDS) {}
};
class AudioEffectEQ10 : public AudioEffectEQ {
GDCLASS(AudioEffectEQ10,AudioEffectEQ)
public:
AudioEffectEQ10() : AudioEffectEQ(EQ::PRESET_10_BANDS) {}
};
class AudioEffectEQ21 : public AudioEffectEQ {
GDCLASS(AudioEffectEQ21,AudioEffectEQ)
public:
AudioEffectEQ21() : AudioEffectEQ(EQ::PRESET_21_BANDS) {}
};
#endif // AUDIOEFFECTEQ_H