virtualx-engine/servers/audio/effects/audio_effect_hard_limiter.h

89 lines
3.6 KiB
C++

/**************************************************************************/
/* audio_effect_hard_limiter.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_HARD_LIMITER_H
#define AUDIO_EFFECT_HARD_LIMITER_H
#include "servers/audio/audio_effect.h"
class AudioEffectHardLimiter;
class AudioEffectHardLimiterInstance : public AudioEffectInstance {
GDCLASS(AudioEffectHardLimiterInstance, AudioEffectInstance);
friend class AudioEffectHardLimiter;
Ref<AudioEffectHardLimiter> base;
private:
int sample_cursor = 0;
float release_factor = 0;
float attack_factor = 0;
float gain = 1;
float gain_target = 1;
LocalVector<float> sample_buffer_left;
LocalVector<float> sample_buffer_right;
int gain_samples_to_store = 0;
int gain_bucket_cursor = 0;
int gain_bucket_size = 0;
LocalVector<float> gain_buckets;
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
};
class AudioEffectHardLimiter : public AudioEffect {
GDCLASS(AudioEffectHardLimiter, AudioEffect);
friend class AudioEffectHardLimiterInstance;
float pre_gain = 0.0f;
float ceiling = -0.3f;
float sustain = 0.02f;
float release = 0.1f;
const float attack = 0.002;
protected:
static void _bind_methods();
public:
void set_ceiling_db(float p_ceiling);
float get_ceiling_db() const;
void set_release(float p_release);
float get_release() const;
void set_pre_gain_db(float p_pre_gain);
float get_pre_gain_db() const;
Ref<AudioEffectInstance> instantiate() override;
};
#endif // AUDIO_EFFECT_HARD_LIMITER_H