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UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/AudioDebuggingUtilities.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/ScopeLock.h"
#include "BufferVectorOperations.h"
#define USE_AUDIO_DEBUGGING UE_BUILD_DEBUG
void BreakWhenAudible(float* InBuffer, int32 NumSamples)
{
static const float AudibilityThreshold = Audio::ConvertToLinear(-40.0f);
TArrayView<const float> InBufferView(InBuffer, NumSamples);
float BufferAmplitude = Audio::ArrayGetAverageAbsValue(InBufferView);
if (BufferAmplitude > AudibilityThreshold)
{
PLATFORM_BREAK();
}
}
void BreakWhenTooLoud(float* InBuffer, int32 NumSamples)
{
static const float PainThreshold = Audio::ConvertToLinear(3.0f);
TArrayView<const float> InBufferView(InBuffer, NumSamples);
float BufferAmplitude = Audio::ArrayGetAverageAbsValue(InBufferView);
if (BufferAmplitude > PainThreshold)
{
PLATFORM_BREAK();
}
}
#if USE_AUDIO_DEBUGGING
#define BREAK_WHEN_AUDIBLE(Ptr, Num) BreakWhenAudible(Ptr, Num);
#define BREAK_WHEN_TOO_LOUD(Ptr, Num) BreakWhenTooLoud(Ptr, Num);
#else
#define BREAK_WHEN_AUDIBLE(Ptr, Num)
#define BREAK_WHEN_TOO_LOUD(Ptr, Num)
#endif