finished audio effects support in audio renderer

Working structure implemented in previous commit into the audio renderer is
complete in this commit.
This commit is contained in:
itsmattkc
2019-12-24 14:02:07 +11:00
parent 7ad2eae7a2
commit f0cd480540
13 changed files with 88 additions and 26 deletions
+10 -4
View File
@@ -39,19 +39,19 @@ QString PanNode::Description() const
return tr("Adjust the stereo panning of an audio source.");
}
bool PanNode::ProcessesSamples() const
NodeInput *PanNode::ProcessesSamplesFrom() const
{
return true;
return samples_input_;
}
void PanNode::ProcessSamples(const NodeValueDatabase &values, const AudioRenderingParams &params, const float *input, float *output, int index) const
void PanNode::ProcessSamples(const NodeValueDatabase *values, const AudioRenderingParams &params, const float *input, float *output, int index) const
{
if (params.channel_count() != 2) {
// This node currently only works for stereo audio
return;
}
float pan_val = values[panning_input_].Get(NodeParam::kFloat).toFloat();
float pan_val = (*values)[panning_input_].Get(NodeParam::kFloat).toFloat();
if (index%2 == 0) {
// Sample is left channel
@@ -65,3 +65,9 @@ void PanNode::ProcessSamples(const NodeValueDatabase &values, const AudioRenderi
}
}
}
void PanNode::Retranslate()
{
samples_input_->set_name(tr("Samples"));
panning_input_->set_name(tr("Pan"));
}