Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/RingModulation.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

100 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/RingModulation.h"
#include "DSP/Dsp.h"
#include "DSP/BufferVectorOperations.h"
namespace Audio
{
FRingModulation::FRingModulation()
: ModulationFrequency(800.0f)
, ModulationDepth(0.5f)
, DryLevel(0.0f)
, WetLevel(1.0f)
, Scale(1.0f)
, NumChannels(0)
{
UpdateScale();
}
FRingModulation::~FRingModulation()
{
}
void FRingModulation::Init(const float InSampleRate, const int32 InNumChannels)
{
Osc.Init(InSampleRate);
Osc.SetFrequency(ModulationFrequency);
Osc.Update();
Osc.Start();
NumChannels = InNumChannels;
}
void FRingModulation::UpdateScale()
{
Scale = WetLevel * ModulationDepth;
}
void FRingModulation::SetExternalPatchSource(Audio::FPatchOutputStrongPtr InPatch)
{
Patch = InPatch;
}
void FRingModulation::SetWetLevel(const float InWetLevel)
{
WetLevel = InWetLevel;
UpdateScale();
}
void FRingModulation::SetModulatorWaveType(const EOsc::Type InType)
{
Osc.SetType(InType);
}
void FRingModulation::SetModulationFrequency(const float InModulationFrequency)
{
Osc.SetFrequency(FMath::Clamp(InModulationFrequency, 10.0f, 10000.0f));
Osc.Update();
}
void FRingModulation::SetModulationDepth(const float InModulationDepth)
{
ModulationDepth = FMath::Clamp(InModulationDepth, -1.0f, 1.0f);
UpdateScale();
}
void FRingModulation::ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer)
{
if (ModulationBuffer.Num() != InNumSamples * NumChannels)
{
ModulationBuffer.Reset();
ModulationBuffer.AddZeroed(InNumSamples * NumChannels);
}
// If we have an external patch source to modulate against, copy that data into the modulation buffer
if (Patch.IsValid())
{
Patch->PopAudio(ModulationBuffer.GetData(), ModulationBuffer.Num(), true);
}
else
{
// Write the oscillator data into the modulation buffer
float* ModulationBufferPtr = ModulationBuffer.GetData();
for (int32 SampleIndex = 0; SampleIndex < InNumSamples; ++SampleIndex)
{
ModulationBufferPtr[SampleIndex] = Osc.Generate();
}
}
// Multiply the input buffer by the modulation buffer in-place
Audio::MultiplyBuffersInPlace(InBuffer, ModulationBuffer.GetData(), InNumSamples);
// Perform a buffer weighted sum of the modulation buffer with the Scale value and the dry level as weights
Audio::BufferWeightedSumFast(InBuffer, DryLevel, ModulationBuffer.GetData(), Scale, OutBuffer, InNumSamples);
}
}