/**************************************************************************/ /* audio_effect_compressor.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef AUDIO_EFFECT_COMPRESSOR_H #define AUDIO_EFFECT_COMPRESSOR_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 threshold; 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_threshold(float p_threshold); float get_threshold() 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 // AUDIO_EFFECT_COMPRESSOR_H