pandemonium_engine_minimal/servers/audio/effects/audio_effect_limiter.h
2023-12-14 21:54:22 +01:00

79 lines
3.2 KiB
C++

#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<AudioEffectLimiter> 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<AudioEffectInstance> instance();
AudioEffectLimiter();
};
#endif // AUDIO_EFFECT_LIMITER_H