AeThex-Engine-Core/engine/servers/audio/audio_effect.cpp
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

59 lines
2.9 KiB
C++

/**************************************************************************/
/* audio_effect.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "audio_effect.h"
void AudioEffectInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
GDVIRTUAL_CALL(_process, p_src_frames, p_dst_frames, p_frame_count);
}
bool AudioEffectInstance::process_silence() const {
bool ret = false;
GDVIRTUAL_CALL(_process_silence, ret);
return ret;
}
void AudioEffectInstance::_bind_methods() {
GDVIRTUAL_BIND(_process, "src_buffer", "dst_buffer", "frame_count");
GDVIRTUAL_BIND(_process_silence);
}
////
Ref<AudioEffectInstance> AudioEffect::instantiate() {
Ref<AudioEffectInstance> ret;
GDVIRTUAL_CALL(_instantiate, ret);
return ret;
}
void AudioEffect::_bind_methods() {
GDVIRTUAL_BIND(_instantiate);
}
AudioEffect::AudioEffect() {
}