godot/servers/audio/effects/audio_effect_compressor.cpp

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#include "audio_effect_compressor.h"
#include "servers/audio_server.h"
void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {
float treshold = Math::db2linear(base->treshold);
float sample_rate=AudioServer::get_singleton()->get_mix_rate();
float ratatcoef = exp(-1 / (0.00001f * sample_rate));
float ratrelcoef = exp(-1 / (0.5f * sample_rate));
float attime = base->attack_us / 1000000.0;
float reltime = base->release_ms / 1000.0;
float atcoef = exp(-1 / (attime * sample_rate));
float relcoef = exp(-1 / (reltime * sample_rate));
float makeup = Math::db2linear(base->gain);
float mix = base->mix;
float gr_meter_decay = exp(1 / (1 * sample_rate));
const AudioFrame *src = p_src_frames;
if (base->sidechain!=StringName() && current_channel!=-1) {
int bus = AudioServer::get_singleton()->thread_find_bus_index(base->sidechain);
if (bus>=0) {
src = AudioServer::get_singleton()->thread_get_channel_mix_buffer(bus,current_channel);
}
}
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for(int i=0;i<p_frame_count;i++) {
AudioFrame s = src[i];
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//convert to positive
s.l = Math::abs(s.l);
s.r = Math::abs(s.r);
float peak = MAX(s.l,s.r);
float overdb = 2.08136898f * Math::linear2db(peak/treshold);
if (overdb<0.0) //we only care about what goes over to compress
overdb=0.0;
if(overdb-rundb>5) // diffeence is too large
averatio = 4;
if(overdb > rundb) {
rundb = overdb + atcoef * (rundb - overdb);
runratio = averatio + ratatcoef * (runratio - averatio);
} else {
rundb = overdb + relcoef * (rundb - overdb);
runratio = averatio + ratrelcoef * (runratio - averatio);
}
overdb = rundb;
averatio = runratio;
float cratio;
if(false) { //rato all-in
cratio = 12 + averatio;
} else {
cratio = base->ratio;
}
float gr = -overdb * (cratio-1)/cratio;
float grv = Math::db2linear(gr);
runmax = maxover + relcoef * (runmax - maxover); // highest peak for setting att/rel decays in reltime
maxover = runmax;
if (grv < gr_meter) {
gr_meter=grv;
} else {
gr_meter*=gr_meter_decay;
if(gr_meter>1)
gr_meter=1;
}
p_dst_frames[i] = p_src_frames[i] * grv * makeup * mix + p_src_frames[i] * (1.0-mix);
}
}
Ref<AudioEffectInstance> AudioEffectCompressor::instance() {
Ref<AudioEffectCompressorInstance> ins;
ins.instance();
ins->base=Ref<AudioEffectCompressor>(this);
ins->rundb=0;
ins->runratio=0;
ins->averatio=0;
ins->runmax=0;
ins->maxover=0;
ins->gr_meter=1.0;
ins->current_channel=-1;
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return ins;
}
void AudioEffectCompressor::set_treshold(float p_treshold) {
treshold=p_treshold;
}
float AudioEffectCompressor::get_treshold() const {
return treshold;
}
void AudioEffectCompressor::set_ratio(float p_ratio) {
ratio=p_ratio;
}
float AudioEffectCompressor::get_ratio() const {
return ratio;
}
void AudioEffectCompressor::set_gain(float p_gain) {
gain=p_gain;
}
float AudioEffectCompressor::get_gain() const {
return gain;
}
void AudioEffectCompressor::set_attack_us(float p_attack_us) {
attack_us=p_attack_us;
}
float AudioEffectCompressor::get_attack_us() const {
return attack_us;
}
void AudioEffectCompressor::set_release_ms(float p_release_ms) {
release_ms=p_release_ms;
}
float AudioEffectCompressor::get_release_ms() const {
return release_ms;
}
void AudioEffectCompressor::set_mix(float p_mix) {
mix=p_mix;
}
float AudioEffectCompressor::get_mix() const {
return mix;
}
void AudioEffectCompressor::set_sidechain(const StringName& p_sidechain) {
AudioServer::get_singleton()->lock();
sidechain=p_sidechain;
AudioServer::get_singleton()->unlock();
}
StringName AudioEffectCompressor::get_sidechain() const {
return sidechain;
}
void AudioEffectCompressor::_validate_property(PropertyInfo& property) const {
if (property.name=="sidechain") {
String buses="";
for(int i=0;i<AudioServer::get_singleton()->get_bus_count();i++) {
buses+=",";
buses+=AudioServer::get_singleton()->get_bus_name(i);
}
property.hint_string=buses;
}
}
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void AudioEffectCompressor::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_treshold","treshold"),&AudioEffectCompressor::set_treshold);
ClassDB::bind_method(D_METHOD("get_treshold"),&AudioEffectCompressor::get_treshold);
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ClassDB::bind_method(D_METHOD("set_ratio","ratio"),&AudioEffectCompressor::set_ratio);
ClassDB::bind_method(D_METHOD("get_ratio"),&AudioEffectCompressor::get_ratio);
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ClassDB::bind_method(D_METHOD("set_gain","gain"),&AudioEffectCompressor::set_gain);
ClassDB::bind_method(D_METHOD("get_gain"),&AudioEffectCompressor::get_gain);
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ClassDB::bind_method(D_METHOD("set_attack_us","attack_us"),&AudioEffectCompressor::set_attack_us);
ClassDB::bind_method(D_METHOD("get_attack_us"),&AudioEffectCompressor::get_attack_us);
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ClassDB::bind_method(D_METHOD("set_release_ms","release_ms"),&AudioEffectCompressor::set_release_ms);
ClassDB::bind_method(D_METHOD("get_release_ms"),&AudioEffectCompressor::get_release_ms);
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ClassDB::bind_method(D_METHOD("set_mix","mix"),&AudioEffectCompressor::set_mix);
ClassDB::bind_method(D_METHOD("get_mix"),&AudioEffectCompressor::get_mix);
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ClassDB::bind_method(D_METHOD("set_sidechain","sidechain"),&AudioEffectCompressor::set_sidechain);
ClassDB::bind_method(D_METHOD("get_sidechain"),&AudioEffectCompressor::get_sidechain);
ADD_PROPERTY(PropertyInfo(Variant::REAL,"treshold",PROPERTY_HINT_RANGE,"-60,0,0.1"),"set_treshold","get_treshold");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ratio",PROPERTY_HINT_RANGE,"1,48,0.1"),"set_ratio","get_ratio");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"gain",PROPERTY_HINT_RANGE,"-20,20,0.1"),"set_gain","get_gain");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"attack_us",PROPERTY_HINT_RANGE,"20,2000,1"),"set_attack_us","get_attack_us");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"release_ms",PROPERTY_HINT_RANGE,"20,2000,1"),"set_release_ms","get_release_ms");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"mix",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_mix","get_mix");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"sidechain",PROPERTY_HINT_ENUM),"set_sidechain","get_sidechain");
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}
AudioEffectCompressor::AudioEffectCompressor()
{
treshold=0;
ratio=4;
gain=0;
attack_us=20;
release_ms=250;
mix=1;
}