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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
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Here's to a great year 2021 for all Godot users 🎆
238 lines
8.4 KiB
C++
238 lines
8.4 KiB
C++
/*************************************************************************/
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/* audio_effect_compressor.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_compressor.h"
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#include "servers/audio_server.h"
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void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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float threshold = Math::db2linear(base->threshold);
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float sample_rate = AudioServer::get_singleton()->get_mix_rate();
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float ratatcoef = exp(-1 / (0.00001f * sample_rate));
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float ratrelcoef = exp(-1 / (0.5f * sample_rate));
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float attime = base->attack_us / 1000000.0;
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float reltime = base->release_ms / 1000.0;
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float atcoef = exp(-1 / (attime * sample_rate));
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float relcoef = exp(-1 / (reltime * sample_rate));
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float makeup = Math::db2linear(base->gain);
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float mix = base->mix;
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float gr_meter_decay = exp(1 / (1 * sample_rate));
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const AudioFrame *src = p_src_frames;
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if (base->sidechain != StringName() && current_channel != -1) {
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int bus = AudioServer::get_singleton()->thread_find_bus_index(base->sidechain);
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if (bus >= 0) {
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src = AudioServer::get_singleton()->thread_get_channel_mix_buffer(bus, current_channel);
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}
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}
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for (int i = 0; i < p_frame_count; i++) {
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AudioFrame s = src[i];
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//convert to positive
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s.l = Math::abs(s.l);
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s.r = Math::abs(s.r);
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float peak = MAX(s.l, s.r);
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float overdb = 2.08136898f * Math::linear2db(peak / threshold);
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if (overdb < 0.0) { //we only care about what goes over to compress
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overdb = 0.0;
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}
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if (overdb - rundb > 5) { // diffeence is too large
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averatio = 4;
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}
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if (overdb > rundb) {
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rundb = overdb + atcoef * (rundb - overdb);
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runratio = averatio + ratatcoef * (runratio - averatio);
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} else {
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rundb = overdb + relcoef * (rundb - overdb);
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runratio = averatio + ratrelcoef * (runratio - averatio);
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}
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overdb = rundb;
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averatio = runratio;
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float cratio;
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if (false) { //rato all-in
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cratio = 12 + averatio;
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} else {
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cratio = base->ratio;
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}
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float gr = -overdb * (cratio - 1) / cratio;
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float grv = Math::db2linear(gr);
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runmax = maxover + relcoef * (runmax - maxover); // highest peak for setting att/rel decays in reltime
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maxover = runmax;
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if (grv < gr_meter) {
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gr_meter = grv;
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} else {
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gr_meter *= gr_meter_decay;
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if (gr_meter > 1) {
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gr_meter = 1;
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}
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}
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p_dst_frames[i] = p_src_frames[i] * grv * makeup * mix + p_src_frames[i] * (1.0 - mix);
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}
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}
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Ref<AudioEffectInstance> AudioEffectCompressor::instance() {
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Ref<AudioEffectCompressorInstance> ins;
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ins.instance();
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ins->base = Ref<AudioEffectCompressor>(this);
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ins->rundb = 0;
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ins->runratio = 0;
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ins->averatio = 0;
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ins->runmax = 0;
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ins->maxover = 0;
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ins->gr_meter = 1.0;
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ins->current_channel = -1;
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return ins;
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}
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void AudioEffectCompressor::set_threshold(float p_threshold) {
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threshold = p_threshold;
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}
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float AudioEffectCompressor::get_threshold() const {
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return threshold;
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}
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void AudioEffectCompressor::set_ratio(float p_ratio) {
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ratio = p_ratio;
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}
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float AudioEffectCompressor::get_ratio() const {
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return ratio;
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}
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void AudioEffectCompressor::set_gain(float p_gain) {
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gain = p_gain;
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}
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float AudioEffectCompressor::get_gain() const {
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return gain;
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}
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void AudioEffectCompressor::set_attack_us(float p_attack_us) {
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attack_us = p_attack_us;
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}
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float AudioEffectCompressor::get_attack_us() const {
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return attack_us;
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}
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void AudioEffectCompressor::set_release_ms(float p_release_ms) {
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release_ms = p_release_ms;
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}
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float AudioEffectCompressor::get_release_ms() const {
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return release_ms;
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}
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void AudioEffectCompressor::set_mix(float p_mix) {
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mix = p_mix;
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}
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float AudioEffectCompressor::get_mix() const {
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return mix;
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}
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void AudioEffectCompressor::set_sidechain(const StringName &p_sidechain) {
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AudioServer::get_singleton()->lock();
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sidechain = p_sidechain;
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AudioServer::get_singleton()->unlock();
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}
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StringName AudioEffectCompressor::get_sidechain() const {
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return sidechain;
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}
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void AudioEffectCompressor::_validate_property(PropertyInfo &property) const {
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if (property.name == "sidechain") {
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String buses = "";
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for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
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buses += ",";
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buses += AudioServer::get_singleton()->get_bus_name(i);
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}
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property.hint_string = buses;
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}
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}
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void AudioEffectCompressor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_threshold", "threshold"), &AudioEffectCompressor::set_threshold);
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ClassDB::bind_method(D_METHOD("get_threshold"), &AudioEffectCompressor::get_threshold);
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ClassDB::bind_method(D_METHOD("set_ratio", "ratio"), &AudioEffectCompressor::set_ratio);
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ClassDB::bind_method(D_METHOD("get_ratio"), &AudioEffectCompressor::get_ratio);
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ClassDB::bind_method(D_METHOD("set_gain", "gain"), &AudioEffectCompressor::set_gain);
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ClassDB::bind_method(D_METHOD("get_gain"), &AudioEffectCompressor::get_gain);
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ClassDB::bind_method(D_METHOD("set_attack_us", "attack_us"), &AudioEffectCompressor::set_attack_us);
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ClassDB::bind_method(D_METHOD("get_attack_us"), &AudioEffectCompressor::get_attack_us);
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ClassDB::bind_method(D_METHOD("set_release_ms", "release_ms"), &AudioEffectCompressor::set_release_ms);
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ClassDB::bind_method(D_METHOD("get_release_ms"), &AudioEffectCompressor::get_release_ms);
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ClassDB::bind_method(D_METHOD("set_mix", "mix"), &AudioEffectCompressor::set_mix);
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ClassDB::bind_method(D_METHOD("get_mix"), &AudioEffectCompressor::get_mix);
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ClassDB::bind_method(D_METHOD("set_sidechain", "sidechain"), &AudioEffectCompressor::set_sidechain);
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ClassDB::bind_method(D_METHOD("get_sidechain"), &AudioEffectCompressor::get_sidechain);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "threshold", PROPERTY_HINT_RANGE, "-60,0,0.1"), "set_threshold", "get_threshold");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ratio", PROPERTY_HINT_RANGE, "1,48,0.1"), "set_ratio", "get_ratio");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gain", PROPERTY_HINT_RANGE, "-20,20,0.1"), "set_gain", "get_gain");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attack_us", PROPERTY_HINT_RANGE, "20,2000,1"), "set_attack_us", "get_attack_us");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "release_ms", PROPERTY_HINT_RANGE, "20,2000,1"), "set_release_ms", "get_release_ms");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mix", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_mix", "get_mix");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "sidechain", PROPERTY_HINT_ENUM), "set_sidechain", "get_sidechain");
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}
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AudioEffectCompressor::AudioEffectCompressor() {
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threshold = 0;
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ratio = 4;
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gain = 0;
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attack_us = 20;
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release_ms = 250;
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mix = 1;
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}
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