virtualx-engine/servers/audio/effects/audio_effect_compressor.h
2017-04-08 00:11:42 +02:00

93 lines
3.7 KiB
C++

/*************************************************************************/
/* audio_effect_compressor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 AUDIOEFFECTCOMPRESSOR_H
#define AUDIOEFFECTCOMPRESSOR_H
#include "servers/audio/audio_effect.h"
class AudioEffectCompressor;
class AudioEffectCompressorInstance : public AudioEffectInstance {
GDCLASS(AudioEffectCompressorInstance, AudioEffectInstance)
friend class AudioEffectCompressor;
Ref<AudioEffectCompressor> 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<AudioEffectInstance> 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