#ifndef AUDIO_EFFECT_LIMITER_H #define AUDIO_EFFECT_LIMITER_H /*************************************************************************/ /* audio_effect_limiter.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "servers/audio/audio_effect.h" class AudioEffectLimiter; class AudioEffectLimiterInstance : public AudioEffectInstance { GDCLASS(AudioEffectLimiterInstance, AudioEffectInstance); friend class AudioEffectLimiter; Ref base; float mix_volume_db; public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); }; class AudioEffectLimiter : public AudioEffect { GDCLASS(AudioEffectLimiter, AudioEffect); friend class AudioEffectLimiterInstance; float threshold; float ceiling; float soft_clip; float soft_clip_ratio; protected: static void _bind_methods(); public: void set_threshold_db(float p_threshold); float get_threshold_db() const; void set_ceiling_db(float p_ceiling); float get_ceiling_db() const; void set_soft_clip_db(float p_soft_clip); float get_soft_clip_db() const; void set_soft_clip_ratio(float p_soft_clip); float get_soft_clip_ratio() const; Ref instance(); AudioEffectLimiter(); }; #endif // AUDIO_EFFECT_LIMITER_H