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c2af6bcb59
Co-authored-by: Jovan Gerodetti <jovan.gerodetti@titannano.de>
60 lines
2.9 KiB
C++
60 lines
2.9 KiB
C++
/**************************************************************************/
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/* audio_effect.cpp */
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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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#include "audio_effect.h"
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void AudioEffectInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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GDVIRTUAL_CALL(_process, p_src_frames, p_dst_frames, p_frame_count);
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}
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bool AudioEffectInstance::process_silence() const {
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bool ret = false;
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GDVIRTUAL_CALL(_process_silence, ret);
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return ret;
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}
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void AudioEffectInstance::_bind_methods() {
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GDVIRTUAL_BIND(_process, "src_buffer", "dst_buffer", "frame_count");
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GDVIRTUAL_BIND(_process_silence);
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}
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////
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Ref<AudioEffectInstance> AudioEffect::instantiate() {
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Ref<AudioEffectInstance> ret;
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GDVIRTUAL_CALL(_instantiate, ret);
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return ret;
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}
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void AudioEffect::_bind_methods() {
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GDVIRTUAL_BIND(_instantiate);
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}
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AudioEffect::AudioEffect() {
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}
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