Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/EnvelopeFollower.cpp
aaron mcleran 0c4ee1466f Audio bus feature
- Audio bus is a new asset type that allows audio to be routed around to effects, etc.
- Extracts the underlying logic from source buses and changes source bus semantics to be a sonification of audio buses. Audio buses do not render to be audible on their own.
- Main use-case is side-chaining audio effects (e.g. side chain compression, auto-wah filters, etc).

#rb Ethan.Geller, Rob.Gay, Maxwell.Hayes, Phil.Popp, Ryan.Mangin
#jira UE-88494


#ROBOMERGE-SOURCE: CL 11449969 via CL 11450113
#ROBOMERGE-BOT: (v654-11333218)

[CL 11450145 by aaron mcleran in Main branch]
2020-02-14 16:51:07 -05:00

139 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/EnvelopeFollower.h"
#include "DSP/Dsp.h"
#include "DSP/BufferVectorOperations.h"
namespace Audio
{
// see https://en.wikipedia.org/wiki/RC_time_constant
// Time constants indicate how quickly the envelope follower responds to changes in input
static const float AnalogTImeConstant = 1.00239343f;
static const float DigitalTimeConstant = 4.60517019f;
FEnvelopeFollower::FEnvelopeFollower()
: EnvMode(EPeakMode::Peak)
, SampleRate(44100.0f)
, AttackTimeMsec(0.0f)
, AttackTimeSamples(0.0f)
, ReleaseTimeMsec(0.0f)
, ReleaseTimeSamples(0.0f)
, CurrentEnvelopeValue(0.0f)
, bIsAnalog(true)
{
}
FEnvelopeFollower::FEnvelopeFollower(const float InSampleRate, const float InAttackTimeMsec, const float InReleaseTimeMSec, const EPeakMode::Type InMode, const bool bInIsAnalg)
{
Init(InSampleRate, InAttackTimeMsec, InReleaseTimeMSec, InMode, bIsAnalog);
}
FEnvelopeFollower::~FEnvelopeFollower()
{
}
void FEnvelopeFollower::Init(const float InSampleRate, const float InAttackTimeMsec, const float InReleaseTimeMSec, const EPeakMode::Type InMode, const bool bInIsAnalog)
{
SampleRate = InSampleRate;
bIsAnalog = bInIsAnalog;
EnvMode = InMode;
// Set the attack and release times using the default values
SetAttackTime(InAttackTimeMsec);
SetReleaseTime(InReleaseTimeMSec);
}
void FEnvelopeFollower::Reset()
{
CurrentEnvelopeValue = 0.0f;
}
void FEnvelopeFollower::SetAnalog(const bool bInIsAnalog)
{
bIsAnalog = bInIsAnalog;
SetAttackTime(AttackTimeMsec);
SetReleaseTime(ReleaseTimeMsec);
}
void FEnvelopeFollower::SetAttackTime(const float InAttackTimeMsec)
{
AttackTimeMsec = InAttackTimeMsec;
const float TimeConstant = bIsAnalog ? AnalogTImeConstant : DigitalTimeConstant;
AttackTimeSamples = FMath::Exp(-1000.0f * TimeConstant / (AttackTimeMsec * SampleRate));
}
void FEnvelopeFollower::SetReleaseTime(const float InReleaseTimeMsec)
{
ReleaseTimeMsec = InReleaseTimeMsec;
const float TimeConstant = bIsAnalog ? AnalogTImeConstant : DigitalTimeConstant;
ReleaseTimeSamples = FMath::Exp(-1000.0f * TimeConstant / (InReleaseTimeMsec * SampleRate));
}
void FEnvelopeFollower::SetMode(const EPeakMode::Type InMode)
{
EnvMode = InMode;
}
float FEnvelopeFollower::ProcessAudio(const float InAudioSample)
{
float Sample = (EnvMode != EPeakMode::Peak) ? InAudioSample * InAudioSample : FMath::Abs(InAudioSample);
float TimeSamples = (Sample > CurrentEnvelopeValue) ? AttackTimeSamples : ReleaseTimeSamples;
float NewEnvelopeValue = TimeSamples * (CurrentEnvelopeValue - Sample) + Sample;;
NewEnvelopeValue = Audio::UnderflowClamp(NewEnvelopeValue);
NewEnvelopeValue = FMath::Clamp(NewEnvelopeValue, 0.0f, 1.0f);
// Update and return the envelope value
return CurrentEnvelopeValue = NewEnvelopeValue;
}
float FEnvelopeFollower::ProcessAudio(const float* InAudioBuffer, int32 InNumSamples)
{
for (int32 SampleIndex = 0; SampleIndex < InNumSamples; ++SampleIndex)
{
ProcessAudioNonClamped(InAudioBuffer[SampleIndex]);
}
return FMath::Clamp(CurrentEnvelopeValue, 0.0f, 1.0f);
}
float FEnvelopeFollower::ProcessAudio(const float* InAudioBuffer, float* OutAudioBuffer, int32 InNumSamples)
{
for (int32 SampleIndex = 0; SampleIndex < InNumSamples; ++SampleIndex)
{
OutAudioBuffer[SampleIndex] = ProcessAudioNonClamped(InAudioBuffer[SampleIndex]);
}
Audio::BufferRangeClampFast(OutAudioBuffer, InNumSamples, 0.0f, 1.0f);
return CurrentEnvelopeValue;
}
float FEnvelopeFollower::ProcessAudioNonClamped(const float InAudioSample)
{
float Sample = (EnvMode != EPeakMode::Peak) ? InAudioSample * InAudioSample : FMath::Abs(InAudioSample);
float TimeSamples = (Sample > CurrentEnvelopeValue) ? AttackTimeSamples : ReleaseTimeSamples;
float NewEnvelopeValue = TimeSamples * (CurrentEnvelopeValue - Sample) + Sample;;
NewEnvelopeValue = Audio::UnderflowClamp(NewEnvelopeValue);
// Update and return the envelope value
return CurrentEnvelopeValue = NewEnvelopeValue;
}
int16 FEnvelopeFollower::ProcessAudio(const int16 InAudioSample)
{
// Convert to float
float SampleValueFloat = (float)InAudioSample / 32767.0f;
// Process it
float Result = ProcessAudio(SampleValueFloat);
// Convert back to int16
return (int16)(Result * 32767.0f);
}
float FEnvelopeFollower::GetCurrentValue() const
{
return CurrentEnvelopeValue;
}
}