🛠️🐜 Antkeeper superbuild with dependencies included https://antkeeper.com
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#ifndef CORE_EFFECTS_BASE_H
#define CORE_EFFECTS_BASE_H
#include <stddef.h>
#include "albyte.h"
#include "almalloc.h"
#include "alspan.h"
#include "atomic.h"
#include "core/bufferline.h"
#include "intrusive_ptr.h"
struct BufferStorage;
struct ContextBase;
struct DeviceBase;
struct EffectSlot;
struct MixParams;
struct RealMixParams;
/** Target gain for the reverb decay feedback reaching the decay time. */
constexpr float ReverbDecayGain{0.001f}; /* -60 dB */
constexpr float ReverbMaxReflectionsDelay{0.3f};
constexpr float ReverbMaxLateReverbDelay{0.1f};
enum class ChorusWaveform {
Sinusoid,
Triangle
};
constexpr float ChorusMaxDelay{0.016f};
constexpr float FlangerMaxDelay{0.004f};
constexpr float EchoMaxDelay{0.207f};
constexpr float EchoMaxLRDelay{0.404f};
enum class FShifterDirection {
Down,
Up,
Off
};
enum class ModulatorWaveform {
Sinusoid,
Sawtooth,
Square
};
enum class VMorpherPhenome {
A, E, I, O, U,
AA, AE, AH, AO, EH, ER, IH, IY, UH, UW,
B, D, F, G, J, K, L, M, N, P, R, S, T, V, Z
};
enum class VMorpherWaveform {
Sinusoid,
Triangle,
Sawtooth
};
union EffectProps {
struct {
// Shared Reverb Properties
float Density;
float Diffusion;
float Gain;
float GainHF;
float DecayTime;
float DecayHFRatio;
float ReflectionsGain;
float ReflectionsDelay;
float LateReverbGain;
float LateReverbDelay;
float AirAbsorptionGainHF;
float RoomRolloffFactor;
bool DecayHFLimit;
// Additional EAX Reverb Properties
float GainLF;
float DecayLFRatio;
float ReflectionsPan[3];
float LateReverbPan[3];
float EchoTime;
float EchoDepth;
float ModulationTime;
float ModulationDepth;
float HFReference;
float LFReference;
} Reverb;
struct {
float AttackTime;
float ReleaseTime;
float Resonance;
float PeakGain;
} Autowah;
struct {
ChorusWaveform Waveform;
int Phase;
float Rate;
float Depth;
float Feedback;
float Delay;
} Chorus; /* Also Flanger */
struct {
bool OnOff;
} Compressor;
struct {
float Edge;
float Gain;
float LowpassCutoff;
float EQCenter;
float EQBandwidth;
} Distortion;
struct {
float Delay;
float LRDelay;
float Damping;
float Feedback;
float Spread;
} Echo;
struct {
float LowCutoff;
float LowGain;
float Mid1Center;
float Mid1Gain;
float Mid1Width;
float Mid2Center;
float Mid2Gain;
float Mid2Width;
float HighCutoff;
float HighGain;
} Equalizer;
struct {
float Frequency;
FShifterDirection LeftDirection;
FShifterDirection RightDirection;
} Fshifter;
struct {
float Frequency;
float HighPassCutoff;
ModulatorWaveform Waveform;
} Modulator;
struct {
int CoarseTune;
int FineTune;
} Pshifter;
struct {
float Rate;
VMorpherPhenome PhonemeA;
VMorpherPhenome PhonemeB;
int PhonemeACoarseTuning;
int PhonemeBCoarseTuning;
VMorpherWaveform Waveform;
} Vmorpher;
struct {
float Gain;
} Dedicated;
};
struct EffectTarget {
MixParams *Main;
RealMixParams *RealOut;
};
struct EffectState : public al::intrusive_ref<EffectState> {
struct Buffer {
const BufferStorage *storage;
al::span<const al::byte> samples;
};
al::span<FloatBufferLine> mOutTarget;
virtual ~EffectState() = default;
virtual void deviceUpdate(const DeviceBase *device, const Buffer &buffer) = 0;
virtual void update(const ContextBase *context, const EffectSlot *slot,
const EffectProps *props, const EffectTarget target) = 0;
virtual void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
const al::span<FloatBufferLine> samplesOut) = 0;
};
struct EffectStateFactory {
virtual ~EffectStateFactory() = default;
virtual al::intrusive_ptr<EffectState> create() = 0;
};
#endif /* CORE_EFFECTS_BASE_H */