/**************************************************************************/ /* audio_effect_reverb.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "audio_effect_reverb.h" #include "servers/audio_server.h" void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) { … } AudioEffectReverbInstance::AudioEffectReverbInstance() { … } Ref<AudioEffectInstance> AudioEffectReverb::instantiate() { … } void AudioEffectReverb::set_predelay_msec(float p_msec) { … } void AudioEffectReverb::set_predelay_feedback(float p_feedback) { … } void AudioEffectReverb::set_room_size(float p_size) { … } void AudioEffectReverb::set_damping(float p_damping) { … } void AudioEffectReverb::set_spread(float p_spread) { … } void AudioEffectReverb::set_dry(float p_dry) { … } void AudioEffectReverb::set_wet(float p_wet) { … } void AudioEffectReverb::set_hpf(float p_hpf) { … } float AudioEffectReverb::get_predelay_msec() const { … } float AudioEffectReverb::get_predelay_feedback() const { … } float AudioEffectReverb::get_room_size() const { … } float AudioEffectReverb::get_damping() const { … } float AudioEffectReverb::get_spread() const { … } float AudioEffectReverb::get_dry() const { … } float AudioEffectReverb::get_wet() const { … } float AudioEffectReverb::get_hpf() const { … } void AudioEffectReverb::_bind_methods() { … } AudioEffectReverb::AudioEffectReverb() { … }