mirror of
https://github.com/godotengine/godot
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199 lines
7.4 KiB
C++
199 lines
7.4 KiB
C++
/*************************************************************************/
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/* audio_effect_reverb.cpp */
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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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#include "audio_effect_reverb.h"
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#include "servers/audio_server.h"
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void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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for (int i = 0; i < 2; i++) {
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Reverb &r = reverb[i];
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r.set_predelay(base->predelay);
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r.set_predelay_feedback(base->predelay_fb);
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r.set_highpass(base->hpf);
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r.set_room_size(base->room_size);
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r.set_damp(base->damping);
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r.set_extra_spread(base->spread);
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r.set_wet(base->wet);
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r.set_dry(base->dry);
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}
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int todo = p_frame_count;
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int offset = 0;
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while (todo) {
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int to_mix = MIN(todo, Reverb::INPUT_BUFFER_MAX_SIZE);
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for (int j = 0; j < to_mix; j++) {
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tmp_src[j] = p_src_frames[offset + j].l;
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}
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reverb[0].process(tmp_src, tmp_dst, to_mix);
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for (int j = 0; j < to_mix; j++) {
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p_dst_frames[offset + j].l = tmp_dst[j];
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tmp_src[j] = p_src_frames[offset + j].r;
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}
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reverb[1].process(tmp_src, tmp_dst, to_mix);
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for (int j = 0; j < to_mix; j++) {
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p_dst_frames[offset + j].r = tmp_dst[j];
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}
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offset += to_mix;
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todo -= to_mix;
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}
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}
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AudioEffectReverbInstance::AudioEffectReverbInstance() {
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reverb[0].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());
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reverb[0].set_extra_spread_base(0);
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reverb[1].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());
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reverb[1].set_extra_spread_base(0.000521); //for stereo effect
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}
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Ref<AudioEffectInstance> AudioEffectReverb::instantiate() {
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Ref<AudioEffectReverbInstance> ins;
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ins.instantiate();
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ins->base = Ref<AudioEffectReverb>(this);
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return ins;
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}
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void AudioEffectReverb::set_predelay_msec(float p_msec) {
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predelay = p_msec;
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}
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void AudioEffectReverb::set_predelay_feedback(float p_feedback) {
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predelay_fb = CLAMP(p_feedback, 0, 0.98);
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}
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void AudioEffectReverb::set_room_size(float p_size) {
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room_size = p_size;
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}
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void AudioEffectReverb::set_damping(float p_damping) {
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damping = p_damping;
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}
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void AudioEffectReverb::set_spread(float p_spread) {
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spread = p_spread;
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}
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void AudioEffectReverb::set_dry(float p_dry) {
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dry = p_dry;
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}
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void AudioEffectReverb::set_wet(float p_wet) {
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wet = p_wet;
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}
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void AudioEffectReverb::set_hpf(float p_hpf) {
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hpf = p_hpf;
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}
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float AudioEffectReverb::get_predelay_msec() const {
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return predelay;
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}
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float AudioEffectReverb::get_predelay_feedback() const {
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return predelay_fb;
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}
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float AudioEffectReverb::get_room_size() const {
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return room_size;
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}
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float AudioEffectReverb::get_damping() const {
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return damping;
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}
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float AudioEffectReverb::get_spread() const {
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return spread;
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}
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float AudioEffectReverb::get_dry() const {
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return dry;
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}
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float AudioEffectReverb::get_wet() const {
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return wet;
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}
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float AudioEffectReverb::get_hpf() const {
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return hpf;
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}
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void AudioEffectReverb::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_predelay_msec", "msec"), &AudioEffectReverb::set_predelay_msec);
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ClassDB::bind_method(D_METHOD("get_predelay_msec"), &AudioEffectReverb::get_predelay_msec);
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ClassDB::bind_method(D_METHOD("set_predelay_feedback", "feedback"), &AudioEffectReverb::set_predelay_feedback);
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ClassDB::bind_method(D_METHOD("get_predelay_feedback"), &AudioEffectReverb::get_predelay_feedback);
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ClassDB::bind_method(D_METHOD("set_room_size", "size"), &AudioEffectReverb::set_room_size);
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ClassDB::bind_method(D_METHOD("get_room_size"), &AudioEffectReverb::get_room_size);
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ClassDB::bind_method(D_METHOD("set_damping", "amount"), &AudioEffectReverb::set_damping);
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ClassDB::bind_method(D_METHOD("get_damping"), &AudioEffectReverb::get_damping);
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ClassDB::bind_method(D_METHOD("set_spread", "amount"), &AudioEffectReverb::set_spread);
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ClassDB::bind_method(D_METHOD("get_spread"), &AudioEffectReverb::get_spread);
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ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectReverb::set_dry);
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ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectReverb::get_dry);
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ClassDB::bind_method(D_METHOD("set_wet", "amount"), &AudioEffectReverb::set_wet);
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ClassDB::bind_method(D_METHOD("get_wet"), &AudioEffectReverb::get_wet);
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ClassDB::bind_method(D_METHOD("set_hpf", "amount"), &AudioEffectReverb::set_hpf);
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ClassDB::bind_method(D_METHOD("get_hpf"), &AudioEffectReverb::get_hpf);
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ADD_GROUP("Predelay", "predelay_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_msec", PROPERTY_HINT_RANGE, "20,500,1"), "set_predelay_msec", "get_predelay_msec");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_feedback", PROPERTY_HINT_RANGE, "0,0.98,0.01"), "set_predelay_feedback", "get_predelay_feedback");
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ADD_GROUP("", "");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "room_size", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_room_size", "get_room_size");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping", "get_damping");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_spread", "get_spread");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "hipass", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_hpf", "get_hpf");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wet", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_wet", "get_wet");
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}
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AudioEffectReverb::AudioEffectReverb() {
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predelay = 150;
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predelay_fb = 0.4;
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hpf = 0;
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room_size = 0.8;
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damping = 0.5;
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spread = 1.0;
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dry = 1.0;
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wet = 0.5;
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}
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