That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
/*************************************************************************/
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/* audio_filter_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 AUDIO_FILTER_SW_H
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#define AUDIO_FILTER_SW_H
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#include "math_funcs.h"
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class AudioFilterSW {
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public:
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struct Coeffs {
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float a1,a2;
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float b0,b1,b2;
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//bool operator==(const Coeffs &p_rv) { return (FLOATS_EQ(a1,p_rv.a1) && FLOATS_EQ(a2,p_rv.a2) && FLOATS_EQ(b1,p_rv.b1) && FLOATS_EQ(b2,p_rv.b2) && FLOATS_EQ(b0,p_rv.b0) ); }
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Coeffs() { a1=a2=b0=b1=b2=0.0; }
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};
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enum Mode {
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BANDPASS,
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HIGHPASS,
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LOWPASS,
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NOTCH,
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PEAK,
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BANDLIMIT,
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LOWSHELF,
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HIGHSHELF
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};
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class Processor { // simple filter processor
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AudioFilterSW * filter;
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Coeffs coeffs;
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float ha1,ha2,hb1,hb2; //history
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public:
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void set_filter(AudioFilterSW * p_filter);
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void process(float *p_samples,int p_amount, int p_stride=1);
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void update_coeffs();
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inline void process_one(float& p_sample);
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Processor();
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};
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private:
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float cutoff;
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float resonance;
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float gain;
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float sampling_rate;
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int stages;
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Mode mode;
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public:
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float get_response(float p_freq,Coeffs *p_coeffs);
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void set_mode(Mode p_mode);
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void set_cutoff(float p_cutoff);
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void set_resonance(float p_resonance);
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void set_gain(float p_gain);
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void set_sampling_rate(float p_srate);
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void set_stages(int p_stages); //adjust for multiple stages
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void prepare_coefficients(Coeffs *p_coeffs);
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AudioFilterSW();
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};
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/* inline methods */
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void AudioFilterSW::Processor::process_one(float &p_val) {
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float pre=p_val;
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p_val = (p_val * coeffs.b0 + hb1 * coeffs.b1 + hb2 * coeffs.b2 + ha1 * coeffs.a1 + ha2 * coeffs.a2);
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ha2=ha1;
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hb2=hb1;
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hb1=pre;
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ha1=p_val;
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}
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#endif // AUDIO_FILTER_SW_H
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