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
93 lines
3.6 KiB
C++
93 lines
3.6 KiB
C++
/*************************************************************************/
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/* audio_effect_compressor.h */
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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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#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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int current_channel;
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public:
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void set_current_channel(int p_channel) { current_channel = p_channel; }
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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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StringName sidechain;
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protected:
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void _validate_property(PropertyInfo &property) const;
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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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void set_sidechain(const StringName &p_sidechain);
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StringName get_sidechain() const;
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AudioEffectCompressor();
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};
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#endif // AUDIOEFFECTCOMPRESSOR_H
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