audio_effect_delay.cpp 12 KB

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  1. /*************************************************************************/
  2. /* audio_effect_delay.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  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. #include "audio_effect_delay.h"
  31. #include "core/math/math_funcs.h"
  32. #include "servers/audio_server.h"
  33. void AudioEffectDelayInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
  34. int todo = p_frame_count;
  35. while (todo) {
  36. int to_mix = MIN(todo, 256); //can't mix too much
  37. _process_chunk(p_src_frames, p_dst_frames, to_mix);
  38. p_src_frames += to_mix;
  39. p_dst_frames += to_mix;
  40. todo -= to_mix;
  41. }
  42. }
  43. void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
  44. float main_level_f = base->dry;
  45. float mix_rate = AudioServer::get_singleton()->get_mix_rate();
  46. float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0;
  47. int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate);
  48. ;
  49. float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0;
  50. int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate);
  51. ;
  52. float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0;
  53. unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate);
  54. ;
  55. AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f);
  56. tap1_vol.l *= CLAMP(1.0 - base->tap_1_pan, 0, 1);
  57. tap1_vol.r *= CLAMP(1.0 + base->tap_1_pan, 0, 1);
  58. AudioFrame tap2_vol = AudioFrame(tap_2_level_f, tap_2_level_f);
  59. tap2_vol.l *= CLAMP(1.0 - base->tap_2_pan, 0, 1);
  60. tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
  61. // feedback lowpass here
  62. float lpf_c = expf(-2.0 * Math_PI * base->feedback_lowpass / mix_rate); // 0 .. 10khz
  63. float lpf_ic = 1.0 - lpf_c;
  64. const AudioFrame *src = p_src_frames;
  65. AudioFrame *dst = p_dst_frames;
  66. AudioFrame *rb_buf = ring_buffer.ptrw();
  67. AudioFrame *fb_buf = feedback_buffer.ptrw();
  68. for (int i = 0; i < p_frame_count; i++) {
  69. rb_buf[ring_buffer_pos & ring_buffer_mask] = src[i];
  70. AudioFrame main_val = src[i] * main_level_f;
  71. AudioFrame tap_1_val = rb_buf[(ring_buffer_pos - tap_1_delay_frames) & ring_buffer_mask] * tap1_vol;
  72. AudioFrame tap_2_val = rb_buf[(ring_buffer_pos - tap_2_delay_frames) & ring_buffer_mask] * tap2_vol;
  73. AudioFrame out = main_val + tap_1_val + tap_2_val;
  74. out += fb_buf[feedback_buffer_pos];
  75. //apply lowpass and feedback gain
  76. AudioFrame fb_in = out * feedback_level_f * lpf_ic + h * lpf_c;
  77. fb_in.undenormalise(); //avoid denormals
  78. h = fb_in;
  79. fb_buf[feedback_buffer_pos] = fb_in;
  80. dst[i] = out;
  81. ring_buffer_pos++;
  82. if ((++feedback_buffer_pos) >= feedback_delay_frames)
  83. feedback_buffer_pos = 0;
  84. }
  85. }
  86. Ref<AudioEffectInstance> AudioEffectDelay::instance() {
  87. Ref<AudioEffectDelayInstance> ins;
  88. ins.instance();
  89. ins->base = Ref<AudioEffectDelay>(this);
  90. float ring_buffer_max_size = MAX_DELAY_MS + 100; //add 100ms of extra room, just in case
  91. ring_buffer_max_size /= 1000.0; //convert to seconds
  92. ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
  93. int ringbuff_size = ring_buffer_max_size;
  94. int bits = 0;
  95. while (ringbuff_size > 0) {
  96. bits++;
  97. ringbuff_size /= 2;
  98. }
  99. ringbuff_size = 1 << bits;
  100. ins->ring_buffer_mask = ringbuff_size - 1;
  101. ins->ring_buffer_pos = 0;
  102. ins->ring_buffer.resize(ringbuff_size);
  103. ins->feedback_buffer.resize(ringbuff_size);
  104. ins->feedback_buffer_pos = 0;
  105. ins->h = AudioFrame(0, 0);
  106. return ins;
  107. }
  108. void AudioEffectDelay::set_dry(float p_dry) {
  109. dry = p_dry;
  110. }
  111. float AudioEffectDelay::get_dry() {
  112. return dry;
  113. }
  114. void AudioEffectDelay::set_tap1_active(bool p_active) {
  115. tap_1_active = p_active;
  116. }
  117. bool AudioEffectDelay::is_tap1_active() const {
  118. return tap_1_active;
  119. }
  120. void AudioEffectDelay::set_tap1_delay_ms(float p_delay_ms) {
  121. tap_1_delay_ms = p_delay_ms;
  122. }
  123. float AudioEffectDelay::get_tap1_delay_ms() const {
  124. return tap_1_delay_ms;
  125. }
  126. void AudioEffectDelay::set_tap1_level_db(float p_level_db) {
  127. tap_1_level = p_level_db;
  128. }
  129. float AudioEffectDelay::get_tap1_level_db() const {
  130. return tap_1_level;
  131. }
  132. void AudioEffectDelay::set_tap1_pan(float p_pan) {
  133. tap_1_pan = p_pan;
  134. }
  135. float AudioEffectDelay::get_tap1_pan() const {
  136. return tap_1_pan;
  137. }
  138. void AudioEffectDelay::set_tap2_active(bool p_active) {
  139. tap_2_active = p_active;
  140. }
  141. bool AudioEffectDelay::is_tap2_active() const {
  142. return tap_2_active;
  143. }
  144. void AudioEffectDelay::set_tap2_delay_ms(float p_delay_ms) {
  145. tap_2_delay_ms = p_delay_ms;
  146. }
  147. float AudioEffectDelay::get_tap2_delay_ms() const {
  148. return tap_2_delay_ms;
  149. }
  150. void AudioEffectDelay::set_tap2_level_db(float p_level_db) {
  151. tap_2_level = p_level_db;
  152. }
  153. float AudioEffectDelay::get_tap2_level_db() const {
  154. return tap_2_level;
  155. }
  156. void AudioEffectDelay::set_tap2_pan(float p_pan) {
  157. tap_2_pan = p_pan;
  158. }
  159. float AudioEffectDelay::get_tap2_pan() const {
  160. return tap_2_pan;
  161. }
  162. void AudioEffectDelay::set_feedback_active(bool p_active) {
  163. feedback_active = p_active;
  164. }
  165. bool AudioEffectDelay::is_feedback_active() const {
  166. return feedback_active;
  167. }
  168. void AudioEffectDelay::set_feedback_delay_ms(float p_delay_ms) {
  169. feedback_delay_ms = p_delay_ms;
  170. }
  171. float AudioEffectDelay::get_feedback_delay_ms() const {
  172. return feedback_delay_ms;
  173. }
  174. void AudioEffectDelay::set_feedback_level_db(float p_level_db) {
  175. feedback_level = p_level_db;
  176. }
  177. float AudioEffectDelay::get_feedback_level_db() const {
  178. return feedback_level;
  179. }
  180. void AudioEffectDelay::set_feedback_lowpass(float p_lowpass) {
  181. feedback_lowpass = p_lowpass;
  182. }
  183. float AudioEffectDelay::get_feedback_lowpass() const {
  184. return feedback_lowpass;
  185. }
  186. void AudioEffectDelay::_bind_methods() {
  187. ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectDelay::set_dry);
  188. ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectDelay::get_dry);
  189. ClassDB::bind_method(D_METHOD("set_tap1_active", "amount"), &AudioEffectDelay::set_tap1_active);
  190. ClassDB::bind_method(D_METHOD("is_tap1_active"), &AudioEffectDelay::is_tap1_active);
  191. ClassDB::bind_method(D_METHOD("set_tap1_delay_ms", "amount"), &AudioEffectDelay::set_tap1_delay_ms);
  192. ClassDB::bind_method(D_METHOD("get_tap1_delay_ms"), &AudioEffectDelay::get_tap1_delay_ms);
  193. ClassDB::bind_method(D_METHOD("set_tap1_level_db", "amount"), &AudioEffectDelay::set_tap1_level_db);
  194. ClassDB::bind_method(D_METHOD("get_tap1_level_db"), &AudioEffectDelay::get_tap1_level_db);
  195. ClassDB::bind_method(D_METHOD("set_tap1_pan", "amount"), &AudioEffectDelay::set_tap1_pan);
  196. ClassDB::bind_method(D_METHOD("get_tap1_pan"), &AudioEffectDelay::get_tap1_pan);
  197. ClassDB::bind_method(D_METHOD("set_tap2_active", "amount"), &AudioEffectDelay::set_tap2_active);
  198. ClassDB::bind_method(D_METHOD("is_tap2_active"), &AudioEffectDelay::is_tap2_active);
  199. ClassDB::bind_method(D_METHOD("set_tap2_delay_ms", "amount"), &AudioEffectDelay::set_tap2_delay_ms);
  200. ClassDB::bind_method(D_METHOD("get_tap2_delay_ms"), &AudioEffectDelay::get_tap2_delay_ms);
  201. ClassDB::bind_method(D_METHOD("set_tap2_level_db", "amount"), &AudioEffectDelay::set_tap2_level_db);
  202. ClassDB::bind_method(D_METHOD("get_tap2_level_db"), &AudioEffectDelay::get_tap2_level_db);
  203. ClassDB::bind_method(D_METHOD("set_tap2_pan", "amount"), &AudioEffectDelay::set_tap2_pan);
  204. ClassDB::bind_method(D_METHOD("get_tap2_pan"), &AudioEffectDelay::get_tap2_pan);
  205. ClassDB::bind_method(D_METHOD("set_feedback_active", "amount"), &AudioEffectDelay::set_feedback_active);
  206. ClassDB::bind_method(D_METHOD("is_feedback_active"), &AudioEffectDelay::is_feedback_active);
  207. ClassDB::bind_method(D_METHOD("set_feedback_delay_ms", "amount"), &AudioEffectDelay::set_feedback_delay_ms);
  208. ClassDB::bind_method(D_METHOD("get_feedback_delay_ms"), &AudioEffectDelay::get_feedback_delay_ms);
  209. ClassDB::bind_method(D_METHOD("set_feedback_level_db", "amount"), &AudioEffectDelay::set_feedback_level_db);
  210. ClassDB::bind_method(D_METHOD("get_feedback_level_db"), &AudioEffectDelay::get_feedback_level_db);
  211. ClassDB::bind_method(D_METHOD("set_feedback_lowpass", "amount"), &AudioEffectDelay::set_feedback_lowpass);
  212. ClassDB::bind_method(D_METHOD("get_feedback_lowpass"), &AudioEffectDelay::get_feedback_lowpass);
  213. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
  214. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap1/active"), "set_tap1_active", "is_tap1_active");
  215. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap1/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap1_delay_ms", "get_tap1_delay_ms");
  216. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap1/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap1_level_db", "get_tap1_level_db");
  217. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap1_pan", "get_tap1_pan");
  218. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap2/active"), "set_tap2_active", "is_tap2_active");
  219. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap2/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_tap2_delay_ms", "get_tap2_delay_ms");
  220. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap2/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_tap2_level_db", "get_tap2_level_db");
  221. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tap2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap2_pan", "get_tap2_pan");
  222. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feedback/active"), "set_feedback_active", "is_feedback_active");
  223. ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1"), "set_feedback_delay_ms", "get_feedback_delay_ms");
  224. ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01"), "set_feedback_level_db", "get_feedback_level_db");
  225. ADD_PROPERTY(PropertyInfo(Variant::REAL, "feedback/lowpass", PROPERTY_HINT_RANGE, "1,16000,1"), "set_feedback_lowpass", "get_feedback_lowpass");
  226. }
  227. AudioEffectDelay::AudioEffectDelay() {
  228. tap_1_active = true;
  229. tap_1_delay_ms = 250;
  230. tap_1_level = -6;
  231. tap_1_pan = 0.2;
  232. tap_2_active = true;
  233. tap_2_delay_ms = 500;
  234. tap_2_level = -12;
  235. tap_2_pan = -0.4;
  236. feedback_active = false;
  237. feedback_delay_ms = 340;
  238. feedback_level = -6;
  239. feedback_lowpass = 16000;
  240. dry = 1.0;
  241. }