Path: blob/master/servers/audio/effects/audio_effect_reverb.cpp
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/**************************************************************************/1/* audio_effect_reverb.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "audio_effect_reverb.h"31#include "servers/audio_server.h"32void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {33for (int i = 0; i < 2; i++) {34Reverb &r = reverb[i];3536r.set_predelay(base->predelay);37r.set_predelay_feedback(base->predelay_fb);38r.set_highpass(base->hpf);39r.set_room_size(base->room_size);40r.set_damp(base->damping);41r.set_extra_spread(base->spread);42r.set_wet(base->wet);43r.set_dry(base->dry);44}4546int todo = p_frame_count;47int offset = 0;4849while (todo) {50int to_mix = MIN(todo, Reverb::INPUT_BUFFER_MAX_SIZE);5152for (int j = 0; j < to_mix; j++) {53tmp_src[j] = p_src_frames[offset + j].left;54}5556reverb[0].process(tmp_src, tmp_dst, to_mix);5758for (int j = 0; j < to_mix; j++) {59p_dst_frames[offset + j].left = tmp_dst[j];60tmp_src[j] = p_src_frames[offset + j].right;61}6263reverb[1].process(tmp_src, tmp_dst, to_mix);6465for (int j = 0; j < to_mix; j++) {66p_dst_frames[offset + j].right = tmp_dst[j];67}6869offset += to_mix;70todo -= to_mix;71}72}7374AudioEffectReverbInstance::AudioEffectReverbInstance() {75reverb[0].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());76reverb[0].set_extra_spread_base(0);77reverb[1].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());78reverb[1].set_extra_spread_base(0.000521); //for stereo effect79}8081Ref<AudioEffectInstance> AudioEffectReverb::instantiate() {82Ref<AudioEffectReverbInstance> ins;83ins.instantiate();84ins->base = Ref<AudioEffectReverb>(this);85return ins;86}8788void AudioEffectReverb::set_predelay_msec(float p_msec) {89predelay = p_msec;90}9192void AudioEffectReverb::set_predelay_feedback(float p_feedback) {93predelay_fb = CLAMP(p_feedback, 0, 0.98);94}9596void AudioEffectReverb::set_room_size(float p_size) {97room_size = p_size;98}99100void AudioEffectReverb::set_damping(float p_damping) {101damping = p_damping;102}103104void AudioEffectReverb::set_spread(float p_spread) {105spread = p_spread;106}107108void AudioEffectReverb::set_dry(float p_dry) {109dry = p_dry;110}111112void AudioEffectReverb::set_wet(float p_wet) {113wet = p_wet;114}115116void AudioEffectReverb::set_hpf(float p_hpf) {117hpf = p_hpf;118}119120float AudioEffectReverb::get_predelay_msec() const {121return predelay;122}123124float AudioEffectReverb::get_predelay_feedback() const {125return predelay_fb;126}127128float AudioEffectReverb::get_room_size() const {129return room_size;130}131132float AudioEffectReverb::get_damping() const {133return damping;134}135136float AudioEffectReverb::get_spread() const {137return spread;138}139140float AudioEffectReverb::get_dry() const {141return dry;142}143144float AudioEffectReverb::get_wet() const {145return wet;146}147148float AudioEffectReverb::get_hpf() const {149return hpf;150}151152void AudioEffectReverb::_bind_methods() {153ClassDB::bind_method(D_METHOD("set_predelay_msec", "msec"), &AudioEffectReverb::set_predelay_msec);154ClassDB::bind_method(D_METHOD("get_predelay_msec"), &AudioEffectReverb::get_predelay_msec);155156ClassDB::bind_method(D_METHOD("set_predelay_feedback", "feedback"), &AudioEffectReverb::set_predelay_feedback);157ClassDB::bind_method(D_METHOD("get_predelay_feedback"), &AudioEffectReverb::get_predelay_feedback);158159ClassDB::bind_method(D_METHOD("set_room_size", "size"), &AudioEffectReverb::set_room_size);160ClassDB::bind_method(D_METHOD("get_room_size"), &AudioEffectReverb::get_room_size);161162ClassDB::bind_method(D_METHOD("set_damping", "amount"), &AudioEffectReverb::set_damping);163ClassDB::bind_method(D_METHOD("get_damping"), &AudioEffectReverb::get_damping);164165ClassDB::bind_method(D_METHOD("set_spread", "amount"), &AudioEffectReverb::set_spread);166ClassDB::bind_method(D_METHOD("get_spread"), &AudioEffectReverb::get_spread);167168ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectReverb::set_dry);169ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectReverb::get_dry);170171ClassDB::bind_method(D_METHOD("set_wet", "amount"), &AudioEffectReverb::set_wet);172ClassDB::bind_method(D_METHOD("get_wet"), &AudioEffectReverb::get_wet);173174ClassDB::bind_method(D_METHOD("set_hpf", "amount"), &AudioEffectReverb::set_hpf);175ClassDB::bind_method(D_METHOD("get_hpf"), &AudioEffectReverb::get_hpf);176177ADD_GROUP("Predelay", "predelay_");178ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_msec", PROPERTY_HINT_RANGE, "20,500,1,suffix:ms"), "set_predelay_msec", "get_predelay_msec");179ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_feedback", PROPERTY_HINT_RANGE, "0,0.98,0.01"), "set_predelay_feedback", "get_predelay_feedback");180ADD_GROUP("", "");181ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "room_size", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_room_size", "get_room_size");182ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping", "get_damping");183ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_spread", "get_spread");184ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "hipass", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_hpf", "get_hpf");185ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");186ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wet", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_wet", "get_wet");187}188189AudioEffectReverb::AudioEffectReverb() {190predelay = 150;191predelay_fb = 0.4;192hpf = 0;193room_size = 0.8;194damping = 0.5;195spread = 1.0;196dry = 1.0;197wet = 0.5;198}199200201