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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/audio/effects/audio_effect_hard_limiter.h
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/**************************************************************************/
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/* audio_effect_hard_limiter.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/audio/audio_effect.h"
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class AudioEffectHardLimiter;
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class AudioEffectHardLimiterInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectHardLimiterInstance, AudioEffectInstance);
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friend class AudioEffectHardLimiter;
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Ref<AudioEffectHardLimiter> base;
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private:
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int sample_cursor = 0;
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float release_factor = 0;
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float attack_factor = 0;
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float gain = 1;
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float gain_target = 1;
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LocalVector<float> sample_buffer_left;
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LocalVector<float> sample_buffer_right;
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int gain_samples_to_store = 0;
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int gain_bucket_cursor = 0;
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int gain_bucket_size = 0;
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LocalVector<float> gain_buckets;
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public:
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virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
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};
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class AudioEffectHardLimiter : public AudioEffect {
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GDCLASS(AudioEffectHardLimiter, AudioEffect);
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friend class AudioEffectHardLimiterInstance;
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float pre_gain = 0.0f;
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float ceiling = -0.3f;
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float sustain = 0.02f;
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float release = 0.1f;
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const float attack = 0.002;
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protected:
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static void _bind_methods();
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public:
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void set_ceiling_db(float p_ceiling);
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float get_ceiling_db() const;
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void set_release(float p_release);
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float get_release() const;
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void set_pre_gain_db(float p_pre_gain);
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float get_pre_gain_db() const;
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Ref<AudioEffectInstance> instantiate() override;
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};
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