#include "toneeffect.h" #include #define TONE_TYPE_SINE 0 #include "project/clip.h" #include "project/sequence.h" ToneEffect::ToneEffect(Clip* c) : Effect(c, EFFECT_TYPE_AUDIO, AUDIO_TONE_EFFECT), sinX(INT_MIN) { type_val = add_row("Type:")->add_field(EFFECT_FIELD_COMBO); type_val->add_combo_item("Sine", TONE_TYPE_SINE); freq_val = add_row("Frequency:")->add_field(EFFECT_FIELD_DOUBLE); freq_val->set_double_minimum_value(20); freq_val->set_double_maximum_value(20000); freq_val->set_double_default_value(1000); amount_val = add_row("Amount:")->add_field(EFFECT_FIELD_DOUBLE); amount_val->set_double_minimum_value(0); amount_val->set_double_maximum_value(100); amount_val->set_double_default_value(25); mix_val = add_row("Mix:")->add_field(EFFECT_FIELD_BOOL); mix_val->set_bool_value(true); connect(freq_val, SIGNAL(changed()), this, SLOT(field_changed())); connect(amount_val, SIGNAL(changed()), this, SLOT(field_changed())); connect(mix_val, SIGNAL(changed()), this, SLOT(field_changed())); } void ToneEffect::process_audio(double timecode_start, double timecode_end, quint8 *samples, int nb_bytes, int channel_count) { double interval = (timecode_end - timecode_start)/nb_bytes; for (int i=0;iget_double_value(timecode, true))/parent_clip->sequence->audio_frequency)*qSqrt((amount_val->get_double_value(timecode, true)*0.01))*INT16_MAX; qint16 right_tone_sample = left_tone_sample; // mix with source audio if (mix_val->get_bool_value(timecode, true)) { qint16 left_sample = (qint16) (((samples[i+1] & 0xFF) << 8) | (samples[i] & 0xFF)); qint16 right_sample = (qint16) (((samples[i+3] & 0xFF) << 8) | (samples[i+2] & 0xFF)); left_tone_sample = mix_audio_sample(left_tone_sample, left_sample); right_tone_sample = mix_audio_sample(right_tone_sample, right_sample); } samples[i+3] = (quint8) (right_tone_sample >> 8); samples[i+2] = (quint8) right_tone_sample; samples[i+1] = (quint8) (left_tone_sample >> 8); samples[i] = (quint8) left_tone_sample; int presin = sinX; sinX++; if (sinX < presin) { qDebug() << "[WARNING] Tone effect overflowed"; } } }