Simple to use compressor effect
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servers/audio/effects/audio_effect_compressor.cpp
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188
servers/audio/effects/audio_effect_compressor.cpp
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#include "audio_effect_compressor.h"
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#include "servers/audio_server.h"
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void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count) {
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float treshold = Math::db2linear(base->treshold);
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float sample_rate=AudioServer::get_singleton()->get_mix_rate();
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float ratatcoef = exp(-1 / (0.00001f * sample_rate));
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float ratrelcoef = exp(-1 / (0.5f * sample_rate));
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float attime = base->attack_us / 1000000.0;
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float reltime = base->release_ms / 1000.0;
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float atcoef = exp(-1 / (attime * sample_rate));
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float relcoef = exp(-1 / (reltime * sample_rate));
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float makeup = Math::db2linear(base->gain);
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float mix = base->mix;
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float gr_meter_decay = exp(1 / (1 * sample_rate));
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for(int i=0;i<p_frame_count;i++) {
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AudioFrame s = p_src_frames[i];
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//convert to positive
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s.l = Math::abs(s.l);
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s.r = Math::abs(s.r);
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float peak = MAX(s.l,s.r);
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float overdb = 2.08136898f * Math::linear2db(peak/treshold);
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if (overdb<0.0) //we only care about what goes over to compress
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overdb=0.0;
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if(overdb-rundb>5) // diffeence is too large
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averatio = 4;
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if(overdb > rundb) {
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rundb = overdb + atcoef * (rundb - overdb);
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runratio = averatio + ratatcoef * (runratio - averatio);
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} else {
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rundb = overdb + relcoef * (rundb - overdb);
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runratio = averatio + ratrelcoef * (runratio - averatio);
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}
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overdb = rundb;
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averatio = runratio;
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float cratio;
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if(false) { //rato all-in
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cratio = 12 + averatio;
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} else {
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cratio = base->ratio;
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}
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float gr = -overdb * (cratio-1)/cratio;
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float grv = Math::db2linear(gr);
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runmax = maxover + relcoef * (runmax - maxover); // highest peak for setting att/rel decays in reltime
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maxover = runmax;
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if (grv < gr_meter) {
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gr_meter=grv;
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} else {
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gr_meter*=gr_meter_decay;
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if(gr_meter>1)
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gr_meter=1;
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}
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p_dst_frames[i] = p_src_frames[i] * grv * makeup * mix + p_src_frames[i] * (1.0-mix);
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}
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}
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Ref<AudioEffectInstance> AudioEffectCompressor::instance() {
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Ref<AudioEffectCompressorInstance> ins;
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ins.instance();
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ins->base=Ref<AudioEffectCompressor>(this);
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ins->rundb=0;
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ins->runratio=0;
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ins->averatio=0;
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ins->runmax=0;
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ins->maxover=0;
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ins->gr_meter=1.0;
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return ins;
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}
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void AudioEffectCompressor::set_treshold(float p_treshold) {
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treshold=p_treshold;
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}
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float AudioEffectCompressor::get_treshold() const {
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return treshold;
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}
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void AudioEffectCompressor::set_ratio(float p_ratio) {
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ratio=p_ratio;
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}
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float AudioEffectCompressor::get_ratio() const {
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return ratio;
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}
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void AudioEffectCompressor::set_gain(float p_gain) {
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gain=p_gain;
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}
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float AudioEffectCompressor::get_gain() const {
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return gain;
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}
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void AudioEffectCompressor::set_attack_us(float p_attack_us) {
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attack_us=p_attack_us;
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}
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float AudioEffectCompressor::get_attack_us() const {
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return attack_us;
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}
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void AudioEffectCompressor::set_release_ms(float p_release_ms) {
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release_ms=p_release_ms;
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}
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float AudioEffectCompressor::get_release_ms() const {
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return release_ms;
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}
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void AudioEffectCompressor::set_mix(float p_mix) {
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mix=p_mix;
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}
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float AudioEffectCompressor::get_mix() const {
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return mix;
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}
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void AudioEffectCompressor::_bind_methods() {
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ClassDB::bind_method(_MD("set_treshold","treshold"),&AudioEffectCompressor::set_treshold);
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ClassDB::bind_method(_MD("get_treshold"),&AudioEffectCompressor::get_treshold);
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ClassDB::bind_method(_MD("set_ratio","ratio"),&AudioEffectCompressor::set_ratio);
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ClassDB::bind_method(_MD("get_ratio"),&AudioEffectCompressor::get_ratio);
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ClassDB::bind_method(_MD("set_gain","gain"),&AudioEffectCompressor::set_gain);
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ClassDB::bind_method(_MD("get_gain"),&AudioEffectCompressor::get_gain);
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ClassDB::bind_method(_MD("set_attack_us","attack_us"),&AudioEffectCompressor::set_attack_us);
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ClassDB::bind_method(_MD("get_attack_us"),&AudioEffectCompressor::get_attack_us);
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ClassDB::bind_method(_MD("set_release_ms","release_ms"),&AudioEffectCompressor::set_release_ms);
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ClassDB::bind_method(_MD("get_release_ms"),&AudioEffectCompressor::get_release_ms);
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ClassDB::bind_method(_MD("set_mix","mix"),&AudioEffectCompressor::set_mix);
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ClassDB::bind_method(_MD("get_mix"),&AudioEffectCompressor::get_mix);
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"treshold",PROPERTY_HINT_RANGE,"-60,0,0.1"),_SCS("set_treshold"),_SCS("get_treshold"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"ratio",PROPERTY_HINT_RANGE,"1,48,0.1"),_SCS("set_ratio"),_SCS("get_ratio"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"gain",PROPERTY_HINT_RANGE,"-20,20,0.1"),_SCS("set_gain"),_SCS("get_gain"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"attack_us",PROPERTY_HINT_RANGE,"20,2000,1"),_SCS("set_attack_us"),_SCS("get_attack_us"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"release_ms",PROPERTY_HINT_RANGE,"20,2000,1"),_SCS("set_release_ms"),_SCS("get_release_ms"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL,"mix",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_mix"),_SCS("get_mix"));
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}
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AudioEffectCompressor::AudioEffectCompressor()
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{
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treshold=0;
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ratio=4;
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gain=0;
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attack_us=20;
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release_ms=250;
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mix=1;
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}
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64
servers/audio/effects/audio_effect_compressor.h
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64
servers/audio/effects/audio_effect_compressor.h
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#ifndef AUDIOEFFECTCOMPRESSOR_H
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#define AUDIOEFFECTCOMPRESSOR_H
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#include "servers/audio/audio_effect.h"
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class AudioEffectCompressor;
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class AudioEffectCompressorInstance : public AudioEffectInstance {
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GDCLASS(AudioEffectCompressorInstance,AudioEffectInstance)
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friend class AudioEffectCompressor;
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Ref<AudioEffectCompressor> base;
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float rundb,averatio,runratio,runmax,maxover,gr_meter;
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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);
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};
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class AudioEffectCompressor : public AudioEffect {
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GDCLASS(AudioEffectCompressor,AudioEffect)
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friend class AudioEffectCompressorInstance;
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float treshold;
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float ratio;
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float gain;
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float attack_us;
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float release_ms;
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float mix;
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protected:
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static void _bind_methods();
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public:
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Ref<AudioEffectInstance> instance();
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void set_treshold(float p_treshold);
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float get_treshold() const;
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void set_ratio(float p_ratio);
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float get_ratio() const;
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void set_gain(float p_gain);
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float get_gain() const;
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void set_attack_us(float p_attack_us);
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float get_attack_us() const;
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void set_release_ms(float p_release_ms);
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float get_release_ms() const;
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void set_mix(float p_mix);
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float get_mix() const;
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AudioEffectCompressor();
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};
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#endif // AUDIOEFFECTCOMPRESSOR_H
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#include "audio/effects/audio_effect_panner.h"
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#include "audio/effects/audio_effect_chorus.h"
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#include "audio/effects/audio_effect_delay.h"
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#include "audio/effects/audio_effect_compressor.h"
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static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage>* r_usage) {
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ClassDB::register_class<AudioEffectPanner>();
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ClassDB::register_class<AudioEffectChorus>();
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ClassDB::register_class<AudioEffectDelay>();
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ClassDB::register_class<AudioEffectCompressor>();
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}
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