- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
41 lines
2.8 KiB
XML
41 lines
2.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioEffectCompressor" inherits="AudioEffect" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Adds a compressor audio effect to an audio bus.
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Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume.
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</brief_description>
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<description>
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Dynamic range compressor reduces the level of the sound when the amplitude goes over a certain threshold in Decibels. One of the main uses of a compressor is to increase the dynamic range by clipping as little as possible (when sound goes over 0dB).
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Compressor has many uses in the mix:
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- In the Master bus to compress the whole output (although an [AudioEffectHardLimiter] is probably better).
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- In voice channels to ensure they sound as balanced as possible.
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- Sidechained. This can reduce the sound level sidechained with another audio bus for threshold detection. This technique is common in video game mixing to the level of music and SFX while voices are being heard.
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- Accentuates transients by using a wider attack, making effects sound more punchy.
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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</tutorials>
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<members>
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<member name="attack_us" type="float" setter="set_attack_us" getter="get_attack_us" default="20.0">
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Compressor's reaction time when the signal exceeds the threshold, in microseconds. Value can range from 20 to 2000.
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</member>
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<member name="gain" type="float" setter="set_gain" getter="get_gain" default="0.0">
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Gain applied to the output signal.
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</member>
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<member name="mix" type="float" setter="set_mix" getter="get_mix" default="1.0">
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Balance between original signal and effect signal. Value can range from 0 (totally dry) to 1 (totally wet).
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</member>
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<member name="ratio" type="float" setter="set_ratio" getter="get_ratio" default="4.0">
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Amount of compression applied to the audio once it passes the threshold level. The higher the ratio, the more the loud parts of the audio will be compressed. Value can range from 1 to 48.
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</member>
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<member name="release_ms" type="float" setter="set_release_ms" getter="get_release_ms" default="250.0">
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Compressor's delay time to stop reducing the signal after the signal level falls below the threshold, in milliseconds. Value can range from 20 to 2000.
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</member>
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<member name="sidechain" type="StringName" setter="set_sidechain" getter="get_sidechain" default="&""">
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Reduce the sound level using another audio bus for threshold detection.
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</member>
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<member name="threshold" type="float" setter="set_threshold" getter="get_threshold" default="0.0">
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The level above which compression is applied to the audio. Value can range from -60 to 0.
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</member>
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</members>
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</class>
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