godot/servers/audio/effects/audio_effect_spectrum_analyzer.cpp

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/*  audio_effect_spectrum_analyzer.cpp                                    */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "audio_effect_spectrum_analyzer.h"
#include "servers/audio_server.h"

static void smbFft(float *fftBuffer, long fftFrameSize, long sign)
/*
	FFT routine, (C)1996 S.M.Bernsee. Sign = -1 is FFT, 1 is iFFT (inverse)
	Fills fftBuffer[0...2*fftFrameSize-1] with the Fourier transform of the
	time domain data in fftBuffer[0...2*fftFrameSize-1]. The FFT array takes
	and returns the cosine and sine parts in an interleaved manner, ie.
	fftBuffer[0] = cosPart[0], fftBuffer[1] = sinPart[0], asf. fftFrameSize
	must be a power of 2. It expects a complex input signal (see footnote 2),
	ie. when working with 'common' audio signals our input signal has to be
	passed as {in[0],0.,in[1],0.,in[2],0.,...} asf. In that case, the transform
	of the frequencies of interest is in fftBuffer[0...fftFrameSize].
*/
{}

void AudioEffectSpectrumAnalyzerInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {}

void AudioEffectSpectrumAnalyzerInstance::_bind_methods() {}

Vector2 AudioEffectSpectrumAnalyzerInstance::get_magnitude_for_frequency_range(float p_begin, float p_end, MagnitudeMode p_mode) const {}

Ref<AudioEffectInstance> AudioEffectSpectrumAnalyzer::instantiate() {}

void AudioEffectSpectrumAnalyzer::set_buffer_length(float p_seconds) {}

float AudioEffectSpectrumAnalyzer::get_buffer_length() const {}

void AudioEffectSpectrumAnalyzer::set_tap_back_pos(float p_seconds) {}

float AudioEffectSpectrumAnalyzer::get_tap_back_pos() const {}

void AudioEffectSpectrumAnalyzer::set_fft_size(FFTSize p_fft_size) {}

AudioEffectSpectrumAnalyzer::FFTSize AudioEffectSpectrumAnalyzer::get_fft_size() const {}

void AudioEffectSpectrumAnalyzer::_bind_methods() {}

AudioEffectSpectrumAnalyzer::AudioEffectSpectrumAnalyzer() {}