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| author | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
| commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
| tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /servers/audio/effects/audio_effect_phaser.h | |
| parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff) | |
| download | godot-5dbf180.tar.gz godot-5dbf180.tar.zst godot-5dbf180.zip | |
A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
Diffstat (limited to 'servers/audio/effects/audio_effect_phaser.h')
| -rw-r--r-- | servers/audio/effects/audio_effect_phaser.h | 35 |
1 files changed, 15 insertions, 20 deletions
diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h index a7294183f..70b3a3a4c 100644 --- a/servers/audio/effects/audio_effect_phaser.h +++ b/servers/audio/effects/audio_effect_phaser.h @@ -29,50 +29,48 @@ #ifndef AUDIO_EFFECT_PHASER_H #define AUDIO_EFFECT_PHASER_H - - #include "servers/audio/audio_effect.h" class AudioEffectPhaser; class AudioEffectPhaserInstance : public AudioEffectInstance { - GDCLASS(AudioEffectPhaserInstance,AudioEffectInstance) -friend class AudioEffectPhaser; + GDCLASS(AudioEffectPhaserInstance, AudioEffectInstance) + friend class AudioEffectPhaser; Ref<AudioEffectPhaser> base; float phase; AudioFrame h; - class AllpassDelay{ + class AllpassDelay { float a, h; - public: - _ALWAYS_INLINE_ void delay( float d ) { + public: + _ALWAYS_INLINE_ void delay(float d) { a = (1.f - d) / (1.f + d); } - _ALWAYS_INLINE_ float update( float s ){ + _ALWAYS_INLINE_ float update(float s) { float y = s * -a + h; h = y * a + s; return y; } - AllpassDelay() { a =0; h = 0;} - + AllpassDelay() { + a = 0; + h = 0; + } }; AllpassDelay allpass[2][6]; -public: - - virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count); +public: + virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); }; - class AudioEffectPhaser : public AudioEffect { - GDCLASS(AudioEffectPhaser,AudioEffect) + GDCLASS(AudioEffectPhaser, AudioEffect) -friend class AudioEffectPhaserInstance; + friend class AudioEffectPhaserInstance; float range_min; float range_max; float rate; @@ -80,11 +78,9 @@ friend class AudioEffectPhaserInstance; float depth; protected: - static void _bind_methods(); -public: - +public: Ref<AudioEffectInstance> instance(); void set_range_min_hz(float p_hz); @@ -105,5 +101,4 @@ public: AudioEffectPhaser(); }; - #endif // AUDIO_EFFECT_PHASER_H |
