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 🎆
(cherry picked from commit b5334d14f7
)
112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
/*************************************************************************/
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/* eq.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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// Author: reduzio@gmail.com (C) 2006
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#ifndef EQ_FILTER_H
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#define EQ_FILTER_H
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#include "core/typedefs.h"
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#include "core/vector.h"
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/**
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@author Juan Linietsky
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*/
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class EQ {
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public:
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enum Preset {
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PRESET_6_BANDS,
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PRESET_8_BANDS,
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PRESET_10_BANDS,
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PRESET_21_BANDS,
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PRESET_31_BANDS
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};
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class BandProcess {
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friend class EQ;
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float c1, c2, c3;
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struct History {
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float a1, a2, a3;
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float b1, b2, b3;
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} history;
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public:
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inline void process_one(float &p_data);
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BandProcess();
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};
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private:
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struct Band {
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float freq;
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float c1, c2, c3;
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};
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Vector<Band> band;
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float mix_rate;
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void recalculate_band_coefficients();
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public:
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void set_mix_rate(float p_mix_rate);
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int get_band_count() const;
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void set_preset_band_mode(Preset p_preset);
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void set_bands(const Vector<float> &p_bands);
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BandProcess get_band_processor(int p_band) const;
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float get_band_frequency(int p_band);
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EQ();
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~EQ();
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};
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/* Inline Function */
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inline void EQ::BandProcess::process_one(float &p_data) {
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history.a1 = p_data;
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history.b1 = c1 * (history.a1 - history.a3) + c3 * history.b2 - c2 * history.b3;
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p_data = history.b1;
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history.a3 = history.a2;
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history.a2 = history.a1;
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history.b3 = history.b2;
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history.b2 = history.b1;
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}
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#endif
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