1/**************************************************************************/
2/* audio_effect_eq.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef AUDIO_EFFECT_EQ_H
32#define AUDIO_EFFECT_EQ_H
33
34#include "servers/audio/audio_effect.h"
35#include "servers/audio/effects/eq_filter.h"
36
37class AudioEffectEQ;
38
39class AudioEffectEQInstance : public AudioEffectInstance {
40 GDCLASS(AudioEffectEQInstance, AudioEffectInstance);
41 friend class AudioEffectEQ;
42 Ref<AudioEffectEQ> base;
43
44 Vector<EQ::BandProcess> bands[2];
45 Vector<float> gains;
46
47public:
48 virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
49};
50
51class AudioEffectEQ : public AudioEffect {
52 GDCLASS(AudioEffectEQ, AudioEffect);
53
54 friend class AudioEffectEQInstance;
55
56 EQ eq;
57 Vector<float> gain;
58 HashMap<StringName, int> prop_band_map;
59 Vector<String> band_names;
60
61protected:
62 bool _set(const StringName &p_name, const Variant &p_value);
63 bool _get(const StringName &p_name, Variant &r_ret) const;
64 void _get_property_list(List<PropertyInfo> *p_list) const;
65
66 static void _bind_methods();
67
68public:
69 Ref<AudioEffectInstance> instantiate() override;
70 void set_band_gain_db(int p_band, float p_volume);
71 float get_band_gain_db(int p_band) const;
72 int get_band_count() const;
73
74 AudioEffectEQ(EQ::Preset p_preset = EQ::PRESET_6_BANDS);
75};
76
77class AudioEffectEQ6 : public AudioEffectEQ {
78 GDCLASS(AudioEffectEQ6, AudioEffectEQ);
79
80public:
81 AudioEffectEQ6() :
82 AudioEffectEQ(EQ::PRESET_6_BANDS) {}
83};
84
85class AudioEffectEQ10 : public AudioEffectEQ {
86 GDCLASS(AudioEffectEQ10, AudioEffectEQ);
87
88public:
89 AudioEffectEQ10() :
90 AudioEffectEQ(EQ::PRESET_10_BANDS) {}
91};
92
93class AudioEffectEQ21 : public AudioEffectEQ {
94 GDCLASS(AudioEffectEQ21, AudioEffectEQ);
95
96public:
97 AudioEffectEQ21() :
98 AudioEffectEQ(EQ::PRESET_21_BANDS) {}
99};
100
101#endif // AUDIO_EFFECT_EQ_H
102