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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  audio_effect_chorus.h                                                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
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							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
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							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
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										 |  |  | #ifndef AUDIOEFFECTCHORUS_H
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							|  |  |  | #define AUDIOEFFECTCHORUS_H
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							|  |  |  | #include "servers/audio/audio_effect.h"
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							|  |  |  | class AudioEffectChorus; | 
					
						
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							|  |  |  | class AudioEffectChorusInstance : public AudioEffectInstance { | 
					
						
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										 |  |  | 	GDCLASS(AudioEffectChorusInstance, AudioEffectInstance); | 
					
						
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										 |  |  | 	friend class AudioEffectChorus; | 
					
						
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										 |  |  | 	Ref<AudioEffectChorus> base; | 
					
						
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							|  |  |  | 	Vector<AudioFrame> audio_buffer; | 
					
						
							|  |  |  | 	unsigned int buffer_pos; | 
					
						
							|  |  |  | 	unsigned int buffer_mask; | 
					
						
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							|  |  |  | 	AudioFrame filter_h[4]; | 
					
						
							|  |  |  | 	uint64_t cycles[4]; | 
					
						
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										 |  |  | 	void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); | 
					
						
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							|  |  |  | public: | 
					
						
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										 |  |  | 	virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | class AudioEffectChorus : public AudioEffect { | 
					
						
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										 |  |  | 	GDCLASS(AudioEffectChorus, AudioEffect); | 
					
						
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							|  |  |  | 	friend class AudioEffectChorusInstance; | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	enum { | 
					
						
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										 |  |  | 		MAX_DELAY_MS = 50, | 
					
						
							|  |  |  | 		MAX_DEPTH_MS = 20, | 
					
						
							|  |  |  | 		MAX_WIDTH_MS = 50, | 
					
						
							|  |  |  | 		MAX_VOICES = 4, | 
					
						
							|  |  |  | 		CYCLES_FRAC = 16, | 
					
						
							|  |  |  | 		CYCLES_MASK = (1 << CYCLES_FRAC) - 1, | 
					
						
							|  |  |  | 		MAX_CHANNELS = 4, | 
					
						
							|  |  |  | 		MS_CUTOFF_MAX = 16000 | 
					
						
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										 |  |  | 	}; | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	struct Voice { | 
					
						
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							|  |  |  | 		float delay; | 
					
						
							|  |  |  | 		float rate; | 
					
						
							|  |  |  | 		float depth; | 
					
						
							|  |  |  | 		float level; | 
					
						
							|  |  |  | 		float cutoff; | 
					
						
							|  |  |  | 		float pan; | 
					
						
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							|  |  |  | 		Voice() { | 
					
						
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										 |  |  | 			delay = 12.0; | 
					
						
							|  |  |  | 			rate = 1; | 
					
						
							|  |  |  | 			depth = 0; | 
					
						
							|  |  |  | 			level = 0; | 
					
						
							|  |  |  | 			cutoff = MS_CUTOFF_MAX; | 
					
						
							|  |  |  | 			pan = 0; | 
					
						
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										 |  |  | 		} | 
					
						
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							|  |  |  | 	} voice[MAX_VOICES]; | 
					
						
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							|  |  |  | 	int voice_count; | 
					
						
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							|  |  |  | 	float wet; | 
					
						
							|  |  |  | 	float dry; | 
					
						
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							|  |  |  | protected: | 
					
						
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										 |  |  | 	void _validate_property(PropertyInfo &property) const; | 
					
						
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							|  |  |  | 	static void _bind_methods(); | 
					
						
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										 |  |  | public: | 
					
						
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										 |  |  | 	void set_voice_count(int p_voices); | 
					
						
							|  |  |  | 	int get_voice_count() const; | 
					
						
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										 |  |  | 	void set_voice_delay_ms(int p_voice, float p_delay_ms); | 
					
						
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										 |  |  | 	float get_voice_delay_ms(int p_voice) const; | 
					
						
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										 |  |  | 	void set_voice_rate_hz(int p_voice, float p_rate_hz); | 
					
						
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										 |  |  | 	float get_voice_rate_hz(int p_voice) const; | 
					
						
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										 |  |  | 	void set_voice_depth_ms(int p_voice, float p_depth_ms); | 
					
						
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										 |  |  | 	float get_voice_depth_ms(int p_voice) const; | 
					
						
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										 |  |  | 	void set_voice_level_db(int p_voice, float p_level_db); | 
					
						
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										 |  |  | 	float get_voice_level_db(int p_voice) const; | 
					
						
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										 |  |  | 	void set_voice_cutoff_hz(int p_voice, float p_cutoff_hz); | 
					
						
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										 |  |  | 	float get_voice_cutoff_hz(int p_voice) const; | 
					
						
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										 |  |  | 	void set_voice_pan(int p_voice, float p_pan); | 
					
						
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										 |  |  | 	float get_voice_pan(int p_voice) const; | 
					
						
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							|  |  |  | 	void set_wet(float amount); | 
					
						
							|  |  |  | 	float get_wet() const; | 
					
						
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							|  |  |  | 	void set_dry(float amount); | 
					
						
							|  |  |  | 	float get_dry() const; | 
					
						
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							|  |  |  | 	Ref<AudioEffectInstance> instance(); | 
					
						
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							|  |  |  | 	AudioEffectChorus(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // AUDIOEFFECTCHORUS_H
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