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- Removing need for alignment in audio DSP. - Decreased header dependencies across codebase to improve build times - Fixed improper `using namespace` issues. #jira UE-147590 #rb Helen.Yang, Alfaroh.Corneyiii #preflight 62a789bd2c521c9c6dac7bb6 [CL 20648535 by phil popp in ue5-main branch]
175 lines
5.8 KiB
C++
175 lines
5.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DSP/LongDelayAPF.h"
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#include "DSP/BufferVectorOperations.h"
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#include "DSP/Dsp.h"
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namespace Audio
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{
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FLongDelayAPF::FLongDelayAPF(float InG, int32 InNumDelaySamples, int32 InMaxNumInternalBufferSamples)
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: G(InG),
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NumDelaySamples(InNumDelaySamples),
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NumInternalBufferSamples(InMaxNumInternalBufferSamples)
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{
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// NumInternalBufferSamples must be less than or equal to the length of the delay
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if (NumInternalBufferSamples > NumDelaySamples)
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{
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NumInternalBufferSamples = NumDelaySamples;
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// Block size must be divisible by simd alignment to support simd operations.
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NumInternalBufferSamples -= (NumInternalBufferSamples % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER);
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}
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checkf(NumInternalBufferSamples > 1, TEXT("Invalid internal buffer length"));
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// Allocate delay line
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DelayLine = MakeUnique<FAlignedBlockBuffer>(2 * NumInternalBufferSamples + NumDelaySamples, NumInternalBufferSamples);
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DelayLine->AddZeros(NumDelaySamples);
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// Allocate internal buffer
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WorkBuffer.Reset(NumInternalBufferSamples);
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WorkBuffer.AddUninitialized(NumInternalBufferSamples);
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}
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FLongDelayAPF::~FLongDelayAPF()
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{}
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void FLongDelayAPF::ProcessAudio(FAlignedFloatBuffer& Samples)
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{
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const int32 InNum = Samples.Num();
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float* InData = Samples.GetData();
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float* OutDelayData = WorkBuffer.GetData();
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// Process audio one block at a time.
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int32 LeftOver = InNum;
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int32 BufferIndex = 0;
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while (LeftOver != 0)
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{
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// Determine block size for this loop.
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int32 NumToProcess = FMath::Min<int32>(NumInternalBufferSamples, LeftOver);
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const float* InDelayData = DelayLine->InspectSamples(NumToProcess);
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ProcessAudioBlock(&InData[BufferIndex], InDelayData, NumToProcess, &InData[BufferIndex], OutDelayData);
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// Update delay line with new data.
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DelayLine->RemoveSamples(NumToProcess);
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DelayLine->AddSamples(OutDelayData, NumToProcess);
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LeftOver -= NumToProcess;
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BufferIndex += NumToProcess;
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}
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}
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void FLongDelayAPF::ProcessAudio(const FAlignedFloatBuffer& InSamples, FAlignedFloatBuffer& OutSamples)
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{
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const float* InData = InSamples.GetData();
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const int32 InNum = InSamples.Num();
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float* OutDelayData = WorkBuffer.GetData();
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// Resize output
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OutSamples.Reset(InNum);
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OutSamples.AddUninitialized(InNum);
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float* OutData = OutSamples.GetData();
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// Process audio one block at a time.
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int32 LeftOver = InNum;
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int32 BufferIndex = 0;
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while (LeftOver != 0)
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{
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// Determine block size for this loop.
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int32 NumToProcess = FMath::Min<int32>(NumInternalBufferSamples, LeftOver);
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const float* InDelayData = DelayLine->InspectSamples(NumToProcess);
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ProcessAudioBlock(&InData[BufferIndex], InDelayData, NumToProcess, &OutData[BufferIndex], OutDelayData);
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// Update delay line with new data.
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DelayLine->RemoveSamples(NumToProcess);
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DelayLine->AddSamples(OutDelayData, NumToProcess);
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LeftOver -= NumToProcess;
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BufferIndex += NumToProcess;
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}
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}
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void FLongDelayAPF::ProcessAudio(const FAlignedFloatBuffer& InSamples, FAlignedFloatBuffer& OutSamples, FAlignedFloatBuffer& OutDelaySamples)
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{
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const float* InData = InSamples.GetData();
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const int32 InNum = InSamples.Num();
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// Resize output buffers
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OutSamples.Reset(InNum);
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OutSamples.AddUninitialized(InNum);
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OutDelaySamples.Reset(InNum);
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OutDelaySamples.AddUninitialized(InNum);
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float* OutData = OutSamples.GetData();
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float* OutDelayData = OutDelaySamples.GetData();
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// Process audio one block at a time.
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int32 LeftOver = InNum;
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int32 BufferIndex = 0;
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while (LeftOver != 0)
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{
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int32 NumToProcess = FMath::Min<int32>(NumInternalBufferSamples, LeftOver);
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const float* InDelayData = DelayLine->InspectSamples(NumToProcess);
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ProcessAudioBlock(&InData[BufferIndex], InDelayData, NumToProcess, &OutData[BufferIndex], &OutDelayData[BufferIndex]);
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// Update internal delay line.
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DelayLine->RemoveSamples(NumToProcess);
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DelayLine->AddSamples(&OutDelayData[BufferIndex], NumToProcess);
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LeftOver -= NumToProcess;
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BufferIndex += NumToProcess;
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}
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}
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void FLongDelayAPF::ProcessAudioBlock(const float* InSamples, const float* InDelaySamples, const int32 InNum, float* OutSamples, float* OutDelaySamples)
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{
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// Calculate new delay line samples. "w[n] = x[n] + gw[n - d]"
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int32 NumToSIMD = InNum - (InNum % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER);
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VectorRegister4Float VG = MakeVectorRegisterFloat(G, G, G, G);
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VectorRegister4Float VNG = MakeVectorRegisterFloat(-G, -G, -G, -G);
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VectorRegister4Float VFMIN = MakeVectorRegisterFloat(FLT_MIN, FLT_MIN, FLT_MIN, FLT_MIN);
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VectorRegister4Float VNFMIN = MakeVectorRegisterFloat(-FLT_MIN, -FLT_MIN, -FLT_MIN, -FLT_MIN);
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for (int32 i = 0; i < InNum; i += 4)
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{
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VectorRegister4Float VInDelay = VectorLoadAligned(&InDelaySamples[i]);
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VectorRegister4Float VInSamples = VectorLoadAligned(&InSamples[i]);
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// w[n] = x[n] + G * w[n - D]
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VectorRegister4Float VOutDelay = VectorMultiplyAdd(VInDelay, VG, VInSamples);
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// Underflow clamp
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VectorRegister4Float Mask = VectorBitwiseAnd(VectorCompareGT(VOutDelay, VNFMIN), VectorCompareLT(VOutDelay, VFMIN));
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VOutDelay = VectorSelect(Mask, GlobalVectorConstants::FloatZero, VOutDelay);
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VectorStoreAligned(VOutDelay, &OutDelaySamples[i]);
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// y[n] = -G * w[n] + w[n - D]
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VectorRegister4Float VOut = VectorMultiplyAdd(VOutDelay, VNG, VInDelay);
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VectorStoreAligned(VOut, &OutSamples[i]);
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}
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// Calculate allpass for remaining samples that we couldn't SIMD
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for (int32 i = NumToSIMD; i < InNum; i++)
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{
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OutDelaySamples[i] = Audio::UnderflowClamp(InDelaySamples[i] * G + InSamples[i]);
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OutSamples[i] = OutDelaySamples[i] * -G + InDelaySamples[i];
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}
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}
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void FLongDelayAPF::Reset()
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{
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DelayLine->ClearSamples();
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DelayLine->AddZeros(NumDelaySamples);
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}
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int32 FLongDelayAPF::GetNumInternalBufferSamples() const
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{
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return NumInternalBufferSamples;
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}
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}
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