/**************************************************************************/
/* audio_effect_compressor.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/**************************************************************************/
#ifndef AUDIO_EFFECT_COMPRESSOR_H
#define AUDIO_EFFECT_COMPRESSOR_H
#include "servers/audio/audio_effect.h"
class AudioEffectCompressor;
class AudioEffectCompressorInstance : public AudioEffectInstance {<--- The class 'AudioEffectCompressorInstance' does not declare a constructor although it has private member variables which likely require initialization. [+]The class 'AudioEffectCompressorInstance' does not declare a constructor although it has private member variables. Member variables of builtin types are left uninitialized when the class is instantiated. That may cause bugs or undefined behavior.
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) override;
};
class AudioEffectCompressor : public AudioEffect {
GDCLASS(AudioEffectCompressor, AudioEffect);
friend class AudioEffectCompressorInstance;
float threshold;
float ratio;
float gain;
float attack_us;
float release_ms;
float mix;
StringName sidechain;
protected:
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
Ref<AudioEffectInstance> instantiate() override;
void set_threshold(float p_threshold);
float get_threshold() 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 // AUDIO_EFFECT_COMPRESSOR_H