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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
132 lines
5.7 KiB
C++
132 lines
5.7 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 threshdb = base->threshold;
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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 sc = -base->soft_clip;
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float scv = Math::db2linear(sc);
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float peakdb = ceildb + 25;
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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_threshold_db(float p_threshold) {
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threshold = p_threshold;
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}
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float AudioEffectLimiter::get_threshold_db() const {
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return threshold;
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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_ratio;
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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_threshold_db", "threshold"), &AudioEffectLimiter::set_threshold_db);
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ClassDB::bind_method(D_METHOD("get_threshold_db"), &AudioEffectLimiter::get_threshold_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::FLOAT, "ceiling_db", PROPERTY_HINT_RANGE, "-20,-0.1,0.1"), "set_ceiling_db", "get_ceiling_db");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "threshold_db", PROPERTY_HINT_RANGE, "-30,0,0.1"), "set_threshold_db", "get_threshold_db");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "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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threshold = 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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