/**************************************************************************/ /* audio_effect_hard_limiter.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef AUDIO_EFFECT_HARD_LIMITER_H #define AUDIO_EFFECT_HARD_LIMITER_H #include "servers/audio/audio_effect.h" class AudioEffectHardLimiter; class AudioEffectHardLimiterInstance : public AudioEffectInstance { GDCLASS(AudioEffectHardLimiterInstance, AudioEffectInstance); friend class AudioEffectHardLimiter; Ref base; private: int sample_cursor = 0; float release_factor = 0; float attack_factor = 0; float gain = 1; float gain_target = 1; LocalVector sample_buffer_left; LocalVector sample_buffer_right; int gain_samples_to_store = 0; int gain_bucket_cursor = 0; int gain_bucket_size = 0; LocalVector gain_buckets; public: virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override; }; class AudioEffectHardLimiter : public AudioEffect { GDCLASS(AudioEffectHardLimiter, AudioEffect); friend class AudioEffectHardLimiterInstance; float pre_gain = 0.0f; float ceiling = -0.3f; float sustain = 0.02f; float release = 0.1f; const float attack = 0.002; protected: static void _bind_methods(); public: void set_ceiling_db(float p_ceiling); float get_ceiling_db() const; void set_release(float p_release); float get_release() const; void set_pre_gain_db(float p_pre_gain); float get_pre_gain_db() const; Ref instantiate() override; }; #endif // AUDIO_EFFECT_HARD_LIMITER_H