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* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds [CL 26082269 by henrik karlsson in ue5-main branch]
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DSP/Osc.h"
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#include "DSP/MultithreadedPatching.h"
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namespace Audio
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{
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// Ring modulation effect
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// https://en.wikipedia.org/wiki/Ring_modulation
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class FRingModulation
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{
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public:
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// Constructor
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SIGNALPROCESSING_API FRingModulation();
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// Destructor
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SIGNALPROCESSING_API ~FRingModulation();
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// Initialize the equalizer
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SIGNALPROCESSING_API void Init(const float InSampleRate, const int32 InNumChannels);
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// The type of modulation
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SIGNALPROCESSING_API void SetModulatorWaveType(const EOsc::Type InType);
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// Set the ring modulation frequency
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SIGNALPROCESSING_API void SetModulationFrequency(const float InModulationFrequency);
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// Set the ring modulation depth
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SIGNALPROCESSING_API void SetModulationDepth(const float InModulationDepth);
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// Sets that the modulation buffer is external
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SIGNALPROCESSING_API void SetExternalPatchSource(Audio::FPatchOutputStrongPtr InPatch);
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// Set the dry level of the ring modulation
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void SetDryLevel(const float InDryLevel) { DryLevel = InDryLevel; }
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// Set the wet level of the ring modulation
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SIGNALPROCESSING_API void SetWetLevel(const float InWetLevel);
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// Process audio buffer
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SIGNALPROCESSING_API void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer);
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private:
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SIGNALPROCESSING_API void UpdateScale();
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Audio::FPatchOutputStrongPtr Patch;
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Audio::FOsc Osc;
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float ModulationFrequency;
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float ModulationDepth;
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float DryLevel;
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float WetLevel;
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float Scale;
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int32 NumChannels;
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TArray<float> ModulationBuffer;
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};
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}
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