/**************************************************************************/ /* audio_effect_hard_limiter.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "audio_effect_hard_limiter.h" #include "servers/audio_server.h" void AudioEffectHardLimiterInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) { float sample_rate = AudioServer::get_singleton()->get_mix_rate(); float ceiling = Math::db_to_linear(base->ceiling); float release = base->release; float attack = base->attack; float pre_gain = Math::db_to_linear(base->pre_gain); for (int i = 0; i < p_frame_count; i++) { float sample_left = p_src_frames[i].left; float sample_right = p_src_frames[i].right; sample_left *= pre_gain; sample_right *= pre_gain; float largest_sample = MAX(ABS(sample_left), ABS(sample_right)); release_factor = MAX(0.0, release_factor - 1.0 / sample_rate); release_factor = MIN(release_factor, release); if (release_factor > 0.0) { gain = Math::lerp(gain_target, 1.0f, 1.0f - release_factor / release); } if (largest_sample * gain > ceiling) { gain_target = ceiling / largest_sample; release_factor = release; attack_factor = attack; } // Lerp gain over attack time to avoid distortion. attack_factor = MAX(0.0f, attack_factor - 1.0f / sample_rate); if (attack_factor > 0.0) { gain = Math::lerp(gain_target, gain, 1.0f - attack_factor / attack); } int bucket_id = gain_bucket_cursor / gain_bucket_size; // If first item within the current bucket, reset the bucket. if (gain_bucket_cursor % gain_bucket_size == 0) { gain_buckets[bucket_id] = 1.0f; } gain_buckets[bucket_id] = MIN(gain_buckets[bucket_id], gain); gain_bucket_cursor = (gain_bucket_cursor + 1) % gain_samples_to_store; for (int j = 0; j < (int)gain_buckets.size(); j++) { gain = MIN(gain, gain_buckets[j]); } // Introduce latency by grabbing the AudioFrame stored previously, // then overwrite it with current audioframe, then update circular // buffer cursor. float dst_buffer_left = sample_buffer_left[sample_cursor]; float dst_buffer_right = sample_buffer_right[sample_cursor]; sample_buffer_left[sample_cursor] = sample_left; sample_buffer_right[sample_cursor] = sample_right; sample_cursor = (sample_cursor + 1) % sample_buffer_left.size(); p_dst_frames[i].left = dst_buffer_left * gain; p_dst_frames[i].right = dst_buffer_right * gain; } } Ref AudioEffectHardLimiter::instantiate() { Ref ins; ins.instantiate(); ins->base = Ref(this); float mix_rate = AudioServer::get_singleton()->get_mix_rate(); for (int i = 0; i < (int)Math::ceil(mix_rate * attack) + 1; i++) { ins->sample_buffer_left.push_back(0.0f); ins->sample_buffer_right.push_back(0.0f); } ins->gain_samples_to_store = (int)Math::ceil(mix_rate * (attack + sustain) + 1); ins->gain_bucket_size = (int)(mix_rate * attack); for (int i = 0; i < ins->gain_samples_to_store; i += ins->gain_bucket_size) { ins->gain_buckets.push_back(1.0f); } return ins; } void AudioEffectHardLimiter::set_ceiling_db(float p_ceiling) { ceiling = p_ceiling; } float AudioEffectHardLimiter::get_ceiling_db() const { return ceiling; } float AudioEffectHardLimiter::get_pre_gain_db() const { return pre_gain; } void AudioEffectHardLimiter::set_pre_gain_db(const float p_pre_gain) { pre_gain = p_pre_gain; } float AudioEffectHardLimiter::get_release() const { return release; } void AudioEffectHardLimiter::set_release(const float p_release) { release = p_release; } void AudioEffectHardLimiter::_bind_methods() { ClassDB::bind_method(D_METHOD("set_ceiling_db", "ceiling"), &AudioEffectHardLimiter::set_ceiling_db); ClassDB::bind_method(D_METHOD("get_ceiling_db"), &AudioEffectHardLimiter::get_ceiling_db); ClassDB::bind_method(D_METHOD("set_pre_gain_db", "p_pre_gain"), &AudioEffectHardLimiter::set_pre_gain_db); ClassDB::bind_method(D_METHOD("get_pre_gain_db"), &AudioEffectHardLimiter::get_pre_gain_db); ClassDB::bind_method(D_METHOD("set_release", "p_release"), &AudioEffectHardLimiter::set_release); ClassDB::bind_method(D_METHOD("get_release"), &AudioEffectHardLimiter::get_release); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pre_gain_db", PROPERTY_HINT_RANGE, "-24,24,0.01,suffix:dB"), "set_pre_gain_db", "get_pre_gain_db"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ceiling_db", PROPERTY_HINT_RANGE, "-24,0.0,0.01,suffix:dB"), "set_ceiling_db", "get_ceiling_db"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "release", PROPERTY_HINT_RANGE, "0.01,3,0.01"), "set_release", "get_release"); }