1/**************************************************************************/
2/* audio_effect_phaser.cpp */
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#include "audio_effect_phaser.h"
32#include "core/math/math_funcs.h"
33#include "servers/audio_server.h"
34
35void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
36 float sampling_rate = AudioServer::get_singleton()->get_mix_rate();
37
38 float dmin = base->range_min / (sampling_rate / 2.0);
39 float dmax = base->range_max / (sampling_rate / 2.0);
40
41 float increment = Math_TAU * (base->rate / sampling_rate);
42
43 for (int i = 0; i < p_frame_count; i++) {
44 phase += increment;
45
46 while (phase >= Math_TAU) {
47 phase -= Math_TAU;
48 }
49
50 float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f);
51
52 //update filter coeffs
53 for (int j = 0; j < 6; j++) {
54 allpass[0][j].delay(d);
55 allpass[1][j].delay(d);
56 }
57
58 //calculate output
59 float y = allpass[0][0].update(
60 allpass[0][1].update(
61 allpass[0][2].update(
62 allpass[0][3].update(
63 allpass[0][4].update(
64 allpass[0][5].update(p_src_frames[i].l + h.l * base->feedback))))));
65 h.l = y;
66
67 p_dst_frames[i].l = p_src_frames[i].l + y * base->depth;
68
69 y = allpass[1][0].update(
70 allpass[1][1].update(
71 allpass[1][2].update(
72 allpass[1][3].update(
73 allpass[1][4].update(
74 allpass[1][5].update(p_src_frames[i].r + h.r * base->feedback))))));
75 h.r = y;
76
77 p_dst_frames[i].r = p_src_frames[i].r + y * base->depth;
78 }
79}
80
81Ref<AudioEffectInstance> AudioEffectPhaser::instantiate() {
82 Ref<AudioEffectPhaserInstance> ins;
83 ins.instantiate();
84 ins->base = Ref<AudioEffectPhaser>(this);
85 ins->phase = 0;
86 ins->h = AudioFrame(0, 0);
87
88 return ins;
89}
90
91void AudioEffectPhaser::set_range_min_hz(float p_hz) {
92 range_min = p_hz;
93}
94
95float AudioEffectPhaser::get_range_min_hz() const {
96 return range_min;
97}
98
99void AudioEffectPhaser::set_range_max_hz(float p_hz) {
100 range_max = p_hz;
101}
102
103float AudioEffectPhaser::get_range_max_hz() const {
104 return range_max;
105}
106
107void AudioEffectPhaser::set_rate_hz(float p_hz) {
108 rate = p_hz;
109}
110
111float AudioEffectPhaser::get_rate_hz() const {
112 return rate;
113}
114
115void AudioEffectPhaser::set_feedback(float p_fbk) {
116 feedback = p_fbk;
117}
118
119float AudioEffectPhaser::get_feedback() const {
120 return feedback;
121}
122
123void AudioEffectPhaser::set_depth(float p_depth) {
124 depth = p_depth;
125}
126
127float AudioEffectPhaser::get_depth() const {
128 return depth;
129}
130
131void AudioEffectPhaser::_bind_methods() {
132 ClassDB::bind_method(D_METHOD("set_range_min_hz", "hz"), &AudioEffectPhaser::set_range_min_hz);
133 ClassDB::bind_method(D_METHOD("get_range_min_hz"), &AudioEffectPhaser::get_range_min_hz);
134
135 ClassDB::bind_method(D_METHOD("set_range_max_hz", "hz"), &AudioEffectPhaser::set_range_max_hz);
136 ClassDB::bind_method(D_METHOD("get_range_max_hz"), &AudioEffectPhaser::get_range_max_hz);
137
138 ClassDB::bind_method(D_METHOD("set_rate_hz", "hz"), &AudioEffectPhaser::set_rate_hz);
139 ClassDB::bind_method(D_METHOD("get_rate_hz"), &AudioEffectPhaser::get_rate_hz);
140
141 ClassDB::bind_method(D_METHOD("set_feedback", "fbk"), &AudioEffectPhaser::set_feedback);
142 ClassDB::bind_method(D_METHOD("get_feedback"), &AudioEffectPhaser::get_feedback);
143
144 ClassDB::bind_method(D_METHOD("set_depth", "depth"), &AudioEffectPhaser::set_depth);
145 ClassDB::bind_method(D_METHOD("get_depth"), &AudioEffectPhaser::get_depth);
146
147 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range_min_hz", PROPERTY_HINT_RANGE, "10,10000,suffix:Hz"), "set_range_min_hz", "get_range_min_hz");
148 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range_max_hz", PROPERTY_HINT_RANGE, "10,10000,suffix:Hz"), "set_range_max_hz", "get_range_max_hz");
149 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rate_hz", PROPERTY_HINT_RANGE, "0.01,20,suffix:Hz"), "set_rate_hz", "get_rate_hz");
150 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback", PROPERTY_HINT_RANGE, "0.1,0.9,0.1"), "set_feedback", "get_feedback");
151 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.1,4,0.1"), "set_depth", "get_depth");
152}
153
154AudioEffectPhaser::AudioEffectPhaser() {
155 range_min = 440;
156 range_max = 1600;
157 rate = 0.5;
158 feedback = 0.7;
159 depth = 1;
160}
161