5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
146 lines
5.8 KiB
C++
146 lines
5.8 KiB
C++
/*************************************************************************/
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/* audio_effect_limiter.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "audio_effect_limiter.h"
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void AudioEffectLimiterInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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float thresh = Math::db2linear(base->treshold);
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float threshdb = base->treshold;
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float ceiling = Math::db2linear(base->ceiling);
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float ceildb = base->ceiling;
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float makeup = Math::db2linear(ceildb - threshdb);
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float makeupdb = ceildb - threshdb;
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float sc = -base->soft_clip;
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float scv = Math::db2linear(sc);
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float sccomp = Math::db2linear(-sc);
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float peakdb = ceildb + 25;
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float peaklvl = Math::db2linear(peakdb);
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float scratio = base->soft_clip_ratio;
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float scmult = Math::abs((ceildb - sc) / (peakdb - sc));
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for (int i = 0; i < p_frame_count; i++) {
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float spl0 = p_src_frames[i].l;
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float spl1 = p_src_frames[i].r;
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spl0 = spl0 * makeup;
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spl1 = spl1 * makeup;
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float sign0 = (spl0 < 0.0 ? -1.0 : 1.0);
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float sign1 = (spl1 < 0.0 ? -1.0 : 1.0);
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float abs0 = Math::abs(spl0);
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float abs1 = Math::abs(spl1);
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float overdb0 = Math::linear2db(abs0) - ceildb;
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float overdb1 = Math::linear2db(abs1) - ceildb;
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if (abs0 > scv) {
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spl0 = sign0 * (scv + Math::db2linear(overdb0 * scmult));
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}
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if (abs1 > scv) {
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spl1 = sign1 * (scv + Math::db2linear(overdb1 * scmult));
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}
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spl0 = MIN(ceiling, Math::abs(spl0)) * (spl0 < 0.0 ? -1.0 : 1.0);
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spl1 = MIN(ceiling, Math::abs(spl1)) * (spl1 < 0.0 ? -1.0 : 1.0);
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p_dst_frames[i].l = spl0;
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p_dst_frames[i].r = spl1;
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}
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}
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Ref<AudioEffectInstance> AudioEffectLimiter::instance() {
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Ref<AudioEffectLimiterInstance> ins;
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ins.instance();
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ins->base = Ref<AudioEffectLimiter>(this);
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return ins;
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}
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void AudioEffectLimiter::set_treshold_db(float p_treshold) {
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treshold = p_treshold;
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}
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float AudioEffectLimiter::get_treshold_db() const {
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return treshold;
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}
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void AudioEffectLimiter::set_ceiling_db(float p_ceiling) {
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ceiling = p_ceiling;
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}
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float AudioEffectLimiter::get_ceiling_db() const {
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return ceiling;
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}
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void AudioEffectLimiter::set_soft_clip_db(float p_soft_clip) {
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soft_clip = p_soft_clip;
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}
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float AudioEffectLimiter::get_soft_clip_db() const {
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return soft_clip;
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}
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void AudioEffectLimiter::set_soft_clip_ratio(float p_soft_clip) {
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soft_clip_ratio = p_soft_clip;
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}
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float AudioEffectLimiter::get_soft_clip_ratio() const {
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return soft_clip;
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}
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void AudioEffectLimiter::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_ceiling_db", "ceiling"), &AudioEffectLimiter::set_ceiling_db);
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ClassDB::bind_method(D_METHOD("get_ceiling_db"), &AudioEffectLimiter::get_ceiling_db);
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ClassDB::bind_method(D_METHOD("set_treshold_db", "treshold"), &AudioEffectLimiter::set_treshold_db);
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ClassDB::bind_method(D_METHOD("get_treshold_db"), &AudioEffectLimiter::get_treshold_db);
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ClassDB::bind_method(D_METHOD("set_soft_clip_db", "soft_clip"), &AudioEffectLimiter::set_soft_clip_db);
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ClassDB::bind_method(D_METHOD("get_soft_clip_db"), &AudioEffectLimiter::get_soft_clip_db);
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ClassDB::bind_method(D_METHOD("set_soft_clip_ratio", "soft_clip"), &AudioEffectLimiter::set_soft_clip_ratio);
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ClassDB::bind_method(D_METHOD("get_soft_clip_ratio"), &AudioEffectLimiter::get_soft_clip_ratio);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "ceiling_db", PROPERTY_HINT_RANGE, "-20,-0.1,0.1"), "set_ceiling_db", "get_ceiling_db");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "treshold_db", PROPERTY_HINT_RANGE, "-30,0,0.1"), "set_treshold_db", "get_treshold_db");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "soft_clip_db", PROPERTY_HINT_RANGE, "0,6,0.1"), "set_soft_clip_db", "get_soft_clip_db");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "soft_clip_ratio", PROPERTY_HINT_RANGE, "3,20,0.1"), "set_soft_clip_ratio", "get_soft_clip_ratio");
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}
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AudioEffectLimiter::AudioEffectLimiter() {
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treshold = 0;
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ceiling = -0.1;
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soft_clip = 2;
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soft_clip_ratio = 10;
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}
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