mirror of https://github.com/axmolengine/axmol.git
198 lines
4.1 KiB
C++
198 lines
4.1 KiB
C++
#ifndef CORE_EFFECTS_BASE_H
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#define CORE_EFFECTS_BASE_H
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#include <stddef.h>
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#include "albyte.h"
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#include "almalloc.h"
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#include "alspan.h"
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#include "atomic.h"
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#include "core/bufferline.h"
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#include "intrusive_ptr.h"
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struct BufferStorage;
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struct ContextBase;
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struct DeviceBase;
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struct EffectSlot;
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struct MixParams;
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struct RealMixParams;
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/** Target gain for the reverb decay feedback reaching the decay time. */
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constexpr float ReverbDecayGain{0.001f}; /* -60 dB */
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constexpr float ReverbMaxReflectionsDelay{0.3f};
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constexpr float ReverbMaxLateReverbDelay{0.1f};
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enum class ChorusWaveform {
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Sinusoid,
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Triangle
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};
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constexpr float ChorusMaxDelay{0.016f};
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constexpr float FlangerMaxDelay{0.004f};
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constexpr float EchoMaxDelay{0.207f};
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constexpr float EchoMaxLRDelay{0.404f};
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enum class FShifterDirection {
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Down,
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Up,
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Off
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};
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enum class ModulatorWaveform {
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Sinusoid,
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Sawtooth,
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Square
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};
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enum class VMorpherPhenome {
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A, E, I, O, U,
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AA, AE, AH, AO, EH, ER, IH, IY, UH, UW,
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B, D, F, G, J, K, L, M, N, P, R, S, T, V, Z
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};
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enum class VMorpherWaveform {
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Sinusoid,
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Triangle,
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Sawtooth
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};
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union EffectProps {
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struct {
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float Density;
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float Diffusion;
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float Gain;
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float GainHF;
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float GainLF;
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float DecayTime;
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float DecayHFRatio;
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float DecayLFRatio;
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float ReflectionsGain;
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float ReflectionsDelay;
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float ReflectionsPan[3];
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float LateReverbGain;
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float LateReverbDelay;
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float LateReverbPan[3];
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float EchoTime;
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float EchoDepth;
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float ModulationTime;
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float ModulationDepth;
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float AirAbsorptionGainHF;
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float HFReference;
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float LFReference;
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float RoomRolloffFactor;
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bool DecayHFLimit;
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} Reverb;
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struct {
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float AttackTime;
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float ReleaseTime;
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float Resonance;
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float PeakGain;
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} Autowah;
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struct {
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ChorusWaveform Waveform;
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int Phase;
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float Rate;
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float Depth;
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float Feedback;
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float Delay;
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} Chorus; /* Also Flanger */
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struct {
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bool OnOff;
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} Compressor;
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struct {
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float Edge;
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float Gain;
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float LowpassCutoff;
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float EQCenter;
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float EQBandwidth;
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} Distortion;
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struct {
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float Delay;
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float LRDelay;
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float Damping;
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float Feedback;
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float Spread;
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} Echo;
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struct {
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float LowCutoff;
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float LowGain;
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float Mid1Center;
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float Mid1Gain;
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float Mid1Width;
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float Mid2Center;
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float Mid2Gain;
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float Mid2Width;
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float HighCutoff;
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float HighGain;
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} Equalizer;
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struct {
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float Frequency;
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FShifterDirection LeftDirection;
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FShifterDirection RightDirection;
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} Fshifter;
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struct {
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float Frequency;
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float HighPassCutoff;
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ModulatorWaveform Waveform;
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} Modulator;
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struct {
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int CoarseTune;
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int FineTune;
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} Pshifter;
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struct {
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float Rate;
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VMorpherPhenome PhonemeA;
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VMorpherPhenome PhonemeB;
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int PhonemeACoarseTuning;
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int PhonemeBCoarseTuning;
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VMorpherWaveform Waveform;
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} Vmorpher;
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struct {
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float Gain;
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} Dedicated;
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};
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struct EffectTarget {
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MixParams *Main;
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RealMixParams *RealOut;
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};
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struct EffectState : public al::intrusive_ref<EffectState> {
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al::span<FloatBufferLine> mOutTarget;
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virtual ~EffectState() = default;
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virtual void deviceUpdate(const DeviceBase *device, const BufferStorage *buffer) = 0;
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virtual void update(const ContextBase *context, const EffectSlot *slot,
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const EffectProps *props, const EffectTarget target) = 0;
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virtual void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
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const al::span<FloatBufferLine> samplesOut) = 0;
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};
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struct EffectStateFactory {
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virtual ~EffectStateFactory() = default;
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virtual al::intrusive_ptr<EffectState> create() = 0;
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};
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#endif /* CORE_EFFECTS_BASE_H */
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