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I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
117 lines
4.6 KiB
C++
117 lines
4.6 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 AUDIOFRAME_H
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#define AUDIOFRAME_H
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#include "typedefs.h"
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static inline float undenormalise(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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struct AudioFrame {
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//left and right samples
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float l, r;
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_ALWAYS_INLINE_ const float &operator[](int idx) const { return idx == 0 ? l : r; }
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_ALWAYS_INLINE_ float &operator[](int idx) { return idx == 0 ? l : r; }
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_ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame &p_frame) const { return AudioFrame(l + p_frame.l, r + p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame &p_frame) const { return AudioFrame(l - p_frame.l, r - p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame &p_frame) const { return AudioFrame(l * p_frame.l, r * p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame &p_frame) const { return AudioFrame(l / p_frame.l, r / p_frame.r); }
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_ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(l + p_sample, r + p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(l - p_sample, r - p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(l * p_sample, r * p_sample); }
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_ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(l / p_sample, r / p_sample); }
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_ALWAYS_INLINE_ void operator+=(const AudioFrame &p_frame) {
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l += p_frame.l;
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r += p_frame.r;
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}
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_ALWAYS_INLINE_ void operator-=(const AudioFrame &p_frame) {
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l -= p_frame.l;
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r -= p_frame.r;
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}
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_ALWAYS_INLINE_ void operator*=(const AudioFrame &p_frame) {
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l *= p_frame.l;
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r *= p_frame.r;
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}
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_ALWAYS_INLINE_ void operator/=(const AudioFrame &p_frame) {
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l /= p_frame.l;
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r /= p_frame.r;
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}
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_ALWAYS_INLINE_ void operator+=(float p_sample) {
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l += p_sample;
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r += p_sample;
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}
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_ALWAYS_INLINE_ void operator-=(float p_sample) {
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l -= p_sample;
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r -= p_sample;
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}
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_ALWAYS_INLINE_ void operator*=(float p_sample) {
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l *= p_sample;
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r *= p_sample;
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}
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_ALWAYS_INLINE_ void operator/=(float p_sample) {
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l /= p_sample;
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r /= p_sample;
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}
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_ALWAYS_INLINE_ void undenormalise() {
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l = ::undenormalise(l);
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r = ::undenormalise(r);
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}
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_ALWAYS_INLINE_ AudioFrame(float p_l, float p_r) {
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l = p_l;
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r = p_r;
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}
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_ALWAYS_INLINE_ AudioFrame(const AudioFrame &p_frame) {
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l = p_frame.l;
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r = p_frame.r;
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}
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_ALWAYS_INLINE_ AudioFrame() {}
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};
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#endif
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