#ifndef AUDIOEFFECTCOMPRESSOR_H #define AUDIOEFFECTCOMPRESSOR_H #include "servers/audio/audio_effect.h" class AudioEffectCompressor; class AudioEffectCompressorInstance : public AudioEffectInstance { GDCLASS(AudioEffectCompressorInstance,AudioEffectInstance) friend class AudioEffectCompressor; Ref base; float rundb,averatio,runratio,runmax,maxover,gr_meter; int current_channel; public: void set_current_channel(int p_channel) { current_channel=p_channel; } virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count); }; class AudioEffectCompressor : public AudioEffect { GDCLASS(AudioEffectCompressor,AudioEffect) friend class AudioEffectCompressorInstance; float treshold; float ratio; float gain; float attack_us; float release_ms; float mix; StringName sidechain; protected: void _validate_property(PropertyInfo& property) const; static void _bind_methods(); public: Ref instance(); void set_treshold(float p_treshold); float get_treshold() const; void set_ratio(float p_ratio); float get_ratio() const; void set_gain(float p_gain); float get_gain() const; void set_attack_us(float p_attack_us); float get_attack_us() const; void set_release_ms(float p_release_ms); float get_release_ms() const; void set_mix(float p_mix); float get_mix() const; void set_sidechain(const StringName& p_sidechain); StringName get_sidechain() const; AudioEffectCompressor(); }; #endif // AUDIOEFFECTCOMPRESSOR_H