feat: updated engine
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<?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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<class name="AudioEffectCompressor" inherits="AudioEffect" api_type="core" 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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Adds a downward compressor audio effect to an audio bus.
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Allows control of the dynamic range via a volume threshold and timing controls.
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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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A "compressor" decreases the volume of sounds when it exceeds a certain volume threshold level.
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A compressor can have many uses in a mix:
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- To compress the whole volume in the Master bus (although an [AudioEffectHardLimiter] is probably better).
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- To ensure balance of voice audio clips.
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- To sidechain, using another bus as a trigger. This decreases the volume of the bus it is attached to, by using the volume from another audio bus for threshold detection. This technique is common in video game mixing to decrease the volume of music and SFX while voices are being heard. This effect is also known as "ducking".
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- To accentuate transients by using a long attack, letting sounds exceed the volume threshold level for a short period before compressing them. This can be used to make SFX more punchy.
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio effects">$DOCS_URL/tutorials/audio/audio_effects.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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Compressor's reaction time when the audio exceeds the volume threshold level, 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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Gain of the audio signal, in dB. Value can range from -20 to 20.
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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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Balance between the original audio and the compressed audio. 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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Amount of compression applied to the audio once it passes the volume threshold level. The higher the ratio, the stronger the compression applied to audio signals that pass the volume threshold level. 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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Compressor's delay time to stop decreasing the volume after the it falls below the volume threshold level, 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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Audio bus to use for the volume 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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The volume level above which compression is applied to the audio, in dB. 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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