godot/servers/audio/effects/audio_effect_distortion.h

93 lines
3.5 KiB
C++

/*************************************************************************/
/* audio_effect_distortion.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 AUDIOEFFECTDISTORTION_H
#define AUDIOEFFECTDISTORTION_H
#include "servers/audio/audio_effect.h"
class AudioEffectDistortion;
class AudioEffectDistortionInstance : public AudioEffectInstance {
GDCLASS(AudioEffectDistortionInstance, AudioEffectInstance);
friend class AudioEffectDistortion;
Ref<AudioEffectDistortion> base;
float h[2];
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
};
class AudioEffectDistortion : public AudioEffect {
GDCLASS(AudioEffectDistortion, AudioEffect);
public:
enum Mode {
MODE_CLIP,
MODE_ATAN,
MODE_LOFI,
MODE_OVERDRIVE,
MODE_WAVESHAPE,
};
friend class AudioEffectDistortionInstance;
Mode mode;
float pre_gain;
float post_gain;
float keep_hf_hz;
float drive;
protected:
static void _bind_methods();
public:
Ref<AudioEffectInstance> instantiate() override;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_pre_gain(float p_pre_gain);
float get_pre_gain() const;
void set_keep_hf_hz(float p_keep_hf_hz);
float get_keep_hf_hz() const;
void set_drive(float p_drive);
float get_drive() const;
void set_post_gain(float p_post_gain);
float get_post_gain() const;
AudioEffectDistortion();
};
VARIANT_ENUM_CAST(AudioEffectDistortion::Mode)
#endif // AUDIOEFFECTDISTORTION_H