This commit implements a structure for sample processing and two implemenations of this structure in volume and pan effects.
53 lines
1.1 KiB
C++
53 lines
1.1 KiB
C++
#include "volume.h"
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VolumeNode::VolumeNode()
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{
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samples_input_ = new NodeInput("samples_in");
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samples_input_->set_data_type(NodeParam::kSamples);
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AddInput(samples_input_);
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volume_input_ = new NodeInput("volume_in");
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volume_input_->set_data_type(NodeParam::kFloat);
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volume_input_->set_minimum(0);
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volume_input_->set_maximum(1);
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volume_input_->set_value_at_time(0, 1);
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AddInput(volume_input_);
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}
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Node *VolumeNode::copy() const
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{
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return new VolumeNode();
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}
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QString VolumeNode::Name() const
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{
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return tr("Volume");
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}
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QString VolumeNode::id() const
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{
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return "org.olivevideoeditor.Olive.volume";
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}
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QString VolumeNode::Category() const
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{
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return tr("Audio");
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}
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QString VolumeNode::Description() const
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{
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return tr("Adjusts the volume of an audio source.");
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}
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bool VolumeNode::ProcessesSamples() const
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{
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return true;
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}
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void VolumeNode::ProcessSamples(const NodeValueDatabase& values, const AudioRenderingParams& params, const float* input, float* output, int index) const
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{
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float volume_val = values[volume_input_].Get(NodeParam::kFloat).toFloat();
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output[index] = input[index] * volume_val;
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}
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