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174 lines
6.2 KiB
C++
174 lines
6.2 KiB
C++
/**************************************************************************/
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/* audio_frame.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef AUDIO_FRAME_H
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#define AUDIO_FRAME_H
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#include "core/math/vector2.h"
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#include "core/typedefs.h"
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static inline float undenormalize(volatile float f) {
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union {
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uint32_t i;
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float f;
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} v;
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v.f = f;
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// original: return (v.i & 0x7f800000) == 0 ? 0.0f : f;
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// version from Tim Blechmann:
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return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
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}
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static const float AUDIO_PEAK_OFFSET = 0.0000000001f;
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static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear_to_db(AUDIO_PEAK_OFFSET)
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struct AudioFrame {
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// Left and right samples.
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union {
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struct {
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float left;
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float right;
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};
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#ifndef DISABLE_DEPRECATED
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struct {
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float l;
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float r;
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};
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#endif
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float levels[2] = { 0.0 };
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};
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_ALWAYS_INLINE_ const float &operator[](int p_idx) const {
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DEV_ASSERT((unsigned int)p_idx < 2);
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return levels[p_idx];
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}
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_ALWAYS_INLINE_ float &operator[](int p_idx) {
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DEV_ASSERT((unsigned int)p_idx < 2);
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return levels[p_idx];
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}
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_ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame &p_frame) const { return AudioFrame(left + p_frame.left, right + p_frame.right); }
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_ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame &p_frame) const { return AudioFrame(left - p_frame.left, right - p_frame.right); }
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_ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame &p_frame) const { return AudioFrame(left * p_frame.left, right * p_frame.right); }
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_ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame &p_frame) const { return AudioFrame(left / p_frame.left, right / p_frame.right); }
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_ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(left + p_sample, right + p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(left - p_sample, right - p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(left * p_sample, right * p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(left / p_sample, right / p_sample); }
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_ALWAYS_INLINE_ void operator+=(const AudioFrame &p_frame) {
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left += p_frame.left;
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right += p_frame.right;
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}
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_ALWAYS_INLINE_ void operator-=(const AudioFrame &p_frame) {
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left -= p_frame.left;
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right -= p_frame.right;
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}
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_ALWAYS_INLINE_ void operator*=(const AudioFrame &p_frame) {
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left *= p_frame.left;
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right *= p_frame.right;
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}
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_ALWAYS_INLINE_ void operator/=(const AudioFrame &p_frame) {
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left /= p_frame.left;
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right /= p_frame.right;
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}
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_ALWAYS_INLINE_ void operator+=(float p_sample) {
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left += p_sample;
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right += p_sample;
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}
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_ALWAYS_INLINE_ void operator-=(float p_sample) {
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left -= p_sample;
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right -= p_sample;
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}
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_ALWAYS_INLINE_ void operator*=(float p_sample) {
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left *= p_sample;
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right *= p_sample;
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}
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_ALWAYS_INLINE_ void operator/=(float p_sample) {
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left /= p_sample;
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right /= p_sample;
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}
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_ALWAYS_INLINE_ void undenormalize() {
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left = ::undenormalize(left);
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right = ::undenormalize(right);
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}
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_FORCE_INLINE_ AudioFrame lerp(const AudioFrame &p_b, float p_t) const {
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AudioFrame res = *this;
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res.left += (p_t * (p_b.left - left));
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res.right += (p_t * (p_b.right - right));
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return res;
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}
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_ALWAYS_INLINE_ AudioFrame(float p_left, float p_right) {
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left = p_left;
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right = p_right;
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}
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_ALWAYS_INLINE_ AudioFrame(const AudioFrame &p_frame) {
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left = p_frame.left;
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right = p_frame.right;
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}
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_ALWAYS_INLINE_ void operator=(const AudioFrame &p_frame) {
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left = p_frame.left;
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right = p_frame.right;
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}
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_ALWAYS_INLINE_ operator Vector2() const {
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return Vector2(left, right);
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}
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_ALWAYS_INLINE_ AudioFrame(const Vector2 &p_v2) {
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left = p_v2.x;
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right = p_v2.y;
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}
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_ALWAYS_INLINE_ AudioFrame() {}
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};
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_ALWAYS_INLINE_ AudioFrame operator*(float p_scalar, const AudioFrame &p_frame) {
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return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
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}
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_ALWAYS_INLINE_ AudioFrame operator*(int32_t p_scalar, const AudioFrame &p_frame) {
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return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
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}
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_ALWAYS_INLINE_ AudioFrame operator*(int64_t p_scalar, const AudioFrame &p_frame) {
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return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
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}
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#endif // AUDIO_FRAME_H
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