godot/servers/audio/effects/audio_effect_compressor.h

71 lines
1.5 KiB
C++

#ifndef AUDIOEFFECTCOMPRESSOR_H
#define AUDIOEFFECTCOMPRESSOR_H
#include "servers/audio/audio_effect.h"
class AudioEffectCompressor;
class AudioEffectCompressorInstance : public AudioEffectInstance {
GDCLASS(AudioEffectCompressorInstance,AudioEffectInstance)
friend class AudioEffectCompressor;
Ref<AudioEffectCompressor> base;
float rundb,averatio,runratio,runmax,maxover,gr_meter;
int current_channel;
public:
void set_current_channel(int p_channel) { current_channel=p_channel; }
virtual void process(const AudioFrame *p_src_frames,AudioFrame *p_dst_frames,int p_frame_count);
};
class AudioEffectCompressor : public AudioEffect {
GDCLASS(AudioEffectCompressor,AudioEffect)
friend class AudioEffectCompressorInstance;
float treshold;
float ratio;
float gain;
float attack_us;
float release_ms;
float mix;
StringName sidechain;
protected:
void _validate_property(PropertyInfo& property) const;
static void _bind_methods();
public:
Ref<AudioEffectInstance> instance();
void set_treshold(float p_treshold);
float get_treshold() const;
void set_ratio(float p_ratio);
float get_ratio() const;
void set_gain(float p_gain);
float get_gain() const;
void set_attack_us(float p_attack_us);
float get_attack_us() const;
void set_release_ms(float p_release_ms);
float get_release_ms() const;
void set_mix(float p_mix);
float get_mix() const;
void set_sidechain(const StringName& p_sidechain);
StringName get_sidechain() const;
AudioEffectCompressor();
};
#endif // AUDIOEFFECTCOMPRESSOR_H