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"3132#include "servers/audio/audio_server.h"3334void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {35for (int i = 0; i < 2; i++) {36Reverb &r = reverb[i];3738r.set_predelay(base->predelay);39r.set_predelay_feedback(base->predelay_fb);40r.set_highpass(base->hpf);41r.set_room_size(base->room_size);42r.set_damp(base->damping);43r.set_extra_spread(base->spread);44r.set_wet(base->wet);45r.set_dry(base->dry);46}4748int todo = p_frame_count;49int offset = 0;5051while (todo) {52int to_mix = MIN(todo, Reverb::INPUT_BUFFER_MAX_SIZE);5354for (int j = 0; j < to_mix; j++) {55tmp_src[j] = p_src_frames[offset + j].left;56}5758reverb[0].process(tmp_src, tmp_dst, to_mix);5960for (int j = 0; j < to_mix; j++) {61p_dst_frames[offset + j].left = tmp_dst[j];62tmp_src[j] = p_src_frames[offset + j].right;63}6465reverb[1].process(tmp_src, tmp_dst, to_mix);6667for (int j = 0; j < to_mix; j++) {68p_dst_frames[offset + j].right = tmp_dst[j];69}7071offset += to_mix;72todo -= to_mix;73}74}7576AudioEffectReverbInstance::AudioEffectReverbInstance() {77reverb[0].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());78reverb[0].set_extra_spread_base(0);79reverb[1].set_mix_rate(AudioServer::get_singleton()->get_mix_rate());80reverb[1].set_extra_spread_base(0.000521); //for stereo effect81}8283Ref<AudioEffectInstance> AudioEffectReverb::instantiate() {84Ref<AudioEffectReverbInstance> ins;85ins.instantiate();86ins->base = Ref<AudioEffectReverb>(this);87return ins;88}8990void AudioEffectReverb::set_predelay_msec(float p_msec) {91predelay = p_msec;92}9394void AudioEffectReverb::set_predelay_feedback(float p_feedback) {95predelay_fb = CLAMP(p_feedback, 0, 0.98);96}9798void AudioEffectReverb::set_room_size(float p_size) {99room_size = p_size;100}101102void AudioEffectReverb::set_damping(float p_damping) {103damping = p_damping;104}105106void AudioEffectReverb::set_spread(float p_spread) {107spread = p_spread;108}109110void AudioEffectReverb::set_dry(float p_dry) {111dry = p_dry;112}113114void AudioEffectReverb::set_wet(float p_wet) {115wet = p_wet;116}117118void AudioEffectReverb::set_hpf(float p_hpf) {119hpf = p_hpf;120}121122float AudioEffectReverb::get_predelay_msec() const {123return predelay;124}125126float AudioEffectReverb::get_predelay_feedback() const {127return predelay_fb;128}129130float AudioEffectReverb::get_room_size() const {131return room_size;132}133134float AudioEffectReverb::get_damping() const {135return damping;136}137138float AudioEffectReverb::get_spread() const {139return spread;140}141142float AudioEffectReverb::get_dry() const {143return dry;144}145146float AudioEffectReverb::get_wet() const {147return wet;148}149150float AudioEffectReverb::get_hpf() const {151return hpf;152}153154void AudioEffectReverb::_bind_methods() {155ClassDB::bind_method(D_METHOD("set_predelay_msec", "msec"), &AudioEffectReverb::set_predelay_msec);156ClassDB::bind_method(D_METHOD("get_predelay_msec"), &AudioEffectReverb::get_predelay_msec);157158ClassDB::bind_method(D_METHOD("set_predelay_feedback", "feedback"), &AudioEffectReverb::set_predelay_feedback);159ClassDB::bind_method(D_METHOD("get_predelay_feedback"), &AudioEffectReverb::get_predelay_feedback);160161ClassDB::bind_method(D_METHOD("set_room_size", "size"), &AudioEffectReverb::set_room_size);162ClassDB::bind_method(D_METHOD("get_room_size"), &AudioEffectReverb::get_room_size);163164ClassDB::bind_method(D_METHOD("set_damping", "amount"), &AudioEffectReverb::set_damping);165ClassDB::bind_method(D_METHOD("get_damping"), &AudioEffectReverb::get_damping);166167ClassDB::bind_method(D_METHOD("set_spread", "amount"), &AudioEffectReverb::set_spread);168ClassDB::bind_method(D_METHOD("get_spread"), &AudioEffectReverb::get_spread);169170ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectReverb::set_dry);171ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectReverb::get_dry);172173ClassDB::bind_method(D_METHOD("set_wet", "amount"), &AudioEffectReverb::set_wet);174ClassDB::bind_method(D_METHOD("get_wet"), &AudioEffectReverb::get_wet);175176ClassDB::bind_method(D_METHOD("set_hpf", "amount"), &AudioEffectReverb::set_hpf);177ClassDB::bind_method(D_METHOD("get_hpf"), &AudioEffectReverb::get_hpf);178179ADD_GROUP("Predelay", "predelay_");180ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_msec", PROPERTY_HINT_RANGE, "20,500,1,suffix:ms"), "set_predelay_msec", "get_predelay_msec");181ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "predelay_feedback", PROPERTY_HINT_RANGE, "0,0.98,0.01"), "set_predelay_feedback", "get_predelay_feedback");182ADD_GROUP("", "");183ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "room_size", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_room_size", "get_room_size");184ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping", "get_damping");185ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_spread", "get_spread");186ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "hipass", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_hpf", "get_hpf");187ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");188ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wet", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_wet", "get_wet");189}190191AudioEffectReverb::AudioEffectReverb() {192predelay = 150;193predelay_fb = 0.4;194hpf = 0;195room_size = 0.8;196damping = 0.5;197spread = 1.0;198dry = 1.0;199wet = 0.5;200}201202203