godot/core/math/audio_frame.h
2017-03-05 15:47:28 +01:00

90 lines
4.4 KiB
C++

/*************************************************************************/
/* audio_frame.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 AUDIOFRAME_H
#define AUDIOFRAME_H
#include "typedefs.h"
static inline float undenormalise(volatile float f)
{
union {
uint32_t i;
float f;
} v;
v.f = f;
// original: return (v.i & 0x7f800000) == 0 ? 0.0f : f;
// version from Tim Blechmann:
return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
}
struct AudioFrame {
//left and right samples
float l,r;
_ALWAYS_INLINE_ const float& operator[](int idx) const { return idx==0?l:r; }
_ALWAYS_INLINE_ float& operator[](int idx) { return idx==0?l:r; }
_ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame& p_frame) const { return AudioFrame(l+p_frame.l,r+p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame& p_frame) const { return AudioFrame(l-p_frame.l,r-p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame& p_frame) const { return AudioFrame(l*p_frame.l,r*p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame& p_frame) const { return AudioFrame(l/p_frame.l,r/p_frame.r); }
_ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(l+p_sample,r+p_sample); }
_ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(l-p_sample,r-p_sample); }
_ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(l*p_sample,r*p_sample); }
_ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(l/p_sample,r/p_sample); }
_ALWAYS_INLINE_ void operator+=(const AudioFrame& p_frame) { l+=p_frame.l; r+=p_frame.r; }
_ALWAYS_INLINE_ void operator-=(const AudioFrame& p_frame) { l-=p_frame.l; r-=p_frame.r; }
_ALWAYS_INLINE_ void operator*=(const AudioFrame& p_frame) { l*=p_frame.l; r*=p_frame.r; }
_ALWAYS_INLINE_ void operator/=(const AudioFrame& p_frame) { l/=p_frame.l; r/=p_frame.r; }
_ALWAYS_INLINE_ void operator+=(float p_sample) { l+=p_sample; r+=p_sample; }
_ALWAYS_INLINE_ void operator-=(float p_sample) { l-=p_sample; r-=p_sample; }
_ALWAYS_INLINE_ void operator*=(float p_sample) { l*=p_sample; r*=p_sample; }
_ALWAYS_INLINE_ void operator/=(float p_sample) { l/=p_sample; r/=p_sample; }
_ALWAYS_INLINE_ void undenormalise() {
l = ::undenormalise(l);
r = ::undenormalise(r);
}
_ALWAYS_INLINE_ AudioFrame(float p_l, float p_r) {l=p_l; r=p_r;}
_ALWAYS_INLINE_ AudioFrame(const AudioFrame& p_frame) {l=p_frame.l; r=p_frame.r;}
_ALWAYS_INLINE_ AudioFrame() {}
};
#endif