1 | /**************************************************************************/ |
2 | /* eq_filter.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 EQ_FILTER_H |
32 | #define EQ_FILTER_H |
33 | |
34 | #include "core/templates/vector.h" |
35 | #include "core/typedefs.h" |
36 | |
37 | class EQ { |
38 | public: |
39 | enum Preset { |
40 | PRESET_6_BANDS, |
41 | PRESET_8_BANDS, |
42 | PRESET_10_BANDS, |
43 | PRESET_21_BANDS, |
44 | PRESET_31_BANDS |
45 | }; |
46 | |
47 | class BandProcess { |
48 | friend class EQ; |
49 | float c1, c2, c3; |
50 | struct History { |
51 | float a1, a2, a3; |
52 | float b1, b2, b3; |
53 | |
54 | } history; |
55 | |
56 | public: |
57 | inline void process_one(float &p_data); |
58 | |
59 | BandProcess(); |
60 | }; |
61 | |
62 | private: |
63 | struct Band { |
64 | float freq; |
65 | float c1, c2, c3; |
66 | }; |
67 | |
68 | Vector<Band> band; |
69 | |
70 | float mix_rate; |
71 | |
72 | void recalculate_band_coefficients(); |
73 | |
74 | public: |
75 | void set_mix_rate(float p_mix_rate); |
76 | |
77 | int get_band_count() const; |
78 | void set_preset_band_mode(Preset p_preset); |
79 | void set_bands(const Vector<float> &p_bands); |
80 | BandProcess get_band_processor(int p_band) const; |
81 | float get_band_frequency(int p_band); |
82 | |
83 | EQ(); |
84 | ~EQ(); |
85 | }; |
86 | |
87 | /* Inline Function */ |
88 | |
89 | inline void EQ::BandProcess::process_one(float &p_data) { |
90 | history.a1 = p_data; |
91 | |
92 | history.b1 = c1 * (history.a1 - history.a3) + c3 * history.b2 - c2 * history.b3; |
93 | |
94 | p_data = history.b1; |
95 | |
96 | history.a3 = history.a2; |
97 | history.a2 = history.a1; |
98 | history.b3 = history.b2; |
99 | history.b2 = history.b1; |
100 | } |
101 | |
102 | #endif // EQ_FILTER_H |
103 | |