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#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