Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/AudioFFT.h
phil popp 19e92146d9 Intesl ISPC optimizations for Audio
Submitting on behalf of Jeff Rous
#rb phil.popp
#jira UE-141709
#fyi jeff.rous
#preflight 624b22e773665f7d5e84281e

[CL 19611484 by phil popp in ue5-main branch]
2022-04-04 13:09:43 -04:00

281 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DSP/BufferVectorOperations.h"
#include "DSP/Dsp.h"
#include "DSP/FFTAlgorithm.h"
namespace Audio
{
// Types of spectrums which can be directly derived from FFTFreqDomainData
enum class ESpectrumType : uint8
{
MagnitudeSpectrum,
PowerSpectrum
};
namespace FFTIntrinsics
{
SIGNALPROCESSING_API uint32 NextPowerOf2(uint32 Input);
}
enum class EWindowType : uint8
{
None, // No window is applied. Technically a boxcar window.
Hamming, // Mainlobe width of -3 dB and sidelove attenuation of ~-40 dB. Good for COLA.
Hann, // Mainlobe width of -3 dB and sidelobe attenuation of ~-30dB. Good for COLA.
Blackman // Mainlobe width of -3 dB and sidelobe attenuation of ~-60db. Tricky for COLA.
};
// Utility functions for generating different types of windows. Called in FWindow::Generate.
SIGNALPROCESSING_API void GenerateHammingWindow(float* WindowBuffer, int32 NumFrames, int32 NumChannels, bool bIsPeriodic);
SIGNALPROCESSING_API void GenerateHannWindow(float* WindowBuffer, int32 NumFrames, int32 NumChannels, bool bIsPeriodic);
SIGNALPROCESSING_API void GenerateBlackmanWindow(float* WindowBuffer, int32 NumFrames, int32 NumChannels, bool bIsPeriodic);
// Returns the hop size in samples necessary to maintain constant overlap add.
// For more information on COLA, see the following page:
// https://ccrma.stanford.edu/~jos/sasp/Overlap_Add_OLA_STFT_Processing.html
SIGNALPROCESSING_API uint32 GetCOLAHopSizeForWindow(EWindowType InType, uint32 WindowLength);
/**
* Class used to generate, contain and apply a DSP window of a given type.
*/
class SIGNALPROCESSING_API FWindow
{
public:
/**
* Constructor. Allocates buffer and generates window inside of it.
* @param InType: The type of window that should be generated.
* @param InNumFrames: The number of samples that should be generated divided by the number of channels.
* @param InNumChannels: The amount of channels that will be used in the signal this is applied to.
* @param bIsPeriodic: If false, the window will be symmetrical. If true, the window will be periodic.
* Generally, set this to false if using this window with an STFT, but use true
* if this window will be used on an entire, self-contained signal.
*/
FWindow(EWindowType InType, int32 InNumFrames, int32 InNumChannels, bool bIsPeriodic)
: WindowType(InType)
, NumSamples(InNumFrames * InNumChannels)
{
checkf(NumSamples % 4 == 0, TEXT("For performance reasons, this window's length should be a multiple of 4."));
Generate(InNumFrames, InNumChannels, bIsPeriodic);
}
// Destructor. Releases memory used for window.
~FWindow()
{
}
// Apply this window to InBuffer, which is expected to be an interleaved buffer with the same amount of frames
// and channels this window was constructed with.
void ApplyToBuffer(float* InBuffer)
{
if (WindowType == EWindowType::None)
{
return;
}
check(IsAligned<float*>(InBuffer, 4));
TArrayView<const float> WindowBufferView(WindowBuffer.GetData(), NumSamples);
TArrayView<float> InBufferView(InBuffer, NumSamples);
ArrayMultiplyInPlace(WindowBufferView, InBufferView);
}
EWindowType GetWindowType() const
{
return WindowType;
}
private:
EWindowType WindowType;
FAlignedFloatBuffer WindowBuffer;
int32 NumSamples;
// Purposefully hidden constructor.
FWindow();
// Generate the window. Called on constructor.
void Generate(int32 NumFrames, int32 NumChannels, bool bIsPeriodic)
{
if (WindowType == EWindowType::None)
{
return;
}
WindowBuffer.Reset();
WindowBuffer.AddZeroed(NumSamples);
switch (WindowType)
{
case EWindowType::Hann:
{
GenerateHannWindow(WindowBuffer.GetData(), NumFrames, NumChannels, bIsPeriodic);
break;
}
case EWindowType::Hamming:
{
GenerateHammingWindow(WindowBuffer.GetData(), NumFrames, NumChannels, bIsPeriodic);
break;
}
case EWindowType::Blackman:
{
GenerateBlackmanWindow(WindowBuffer.GetData(), NumFrames, NumChannels, bIsPeriodic);
break;
}
default:
{
checkf(false, TEXT("Unknown window type!"));
break;
}
}
}
};
struct FFTTimeDomainData
{
float* Buffer; // Pointer to a single channel of floats.
int32 NumSamples; // Number of samples in InBuffer divided by the number of channels. must be a power of 2.
};
struct FFTFreqDomainData
{
// arrays in which real and imaginary values will be populated.
float* OutReal; // Should point to an already allocated array of floats that is FFTInputParams::NumSamples long.
float* OutImag; // Should point to an already allocated array of floats that is FFTInputParams::NumSamples long.
};
// Performs a one-time FFT on a float buffer. Does not support complex signals.
// This function assumes that, if you desire a window for your FFT, that window was already
// applied to FFTInputParams.InBuffer.
SIGNALPROCESSING_API void PerformFFT(const FFTTimeDomainData& InputParams, FFTFreqDomainData& OutputParams);
SIGNALPROCESSING_API void PerformIFFT(FFTFreqDomainData& InputParams, FFTTimeDomainData& OutputParams);
// FFT Algorithm factory for this FFT implementation
class SIGNALPROCESSING_API FAudioFFTAlgorithmFactory : public IFFTAlgorithmFactory
{
public:
virtual ~FAudioFFTAlgorithmFactory();
// Name of this fft algorithm factory.
virtual FName GetFactoryName() const override;
// If true, this implementation uses hardware acceleration.
virtual bool IsHardwareAccelerated() const override;
// If true, this implementation requires input and output arrays to be 128 bit aligned.
virtual bool Expects128BitAlignedArrays() const override;
// Returns true if the input settings are supported by this factory.
virtual bool AreFFTSettingsSupported(const FFFTSettings& InSettings) const override;
// Create a new FFT algorithm.
virtual TUniquePtr<IFFTAlgorithm> NewFFTAlgorithm(const FFFTSettings& InSettings) override;
};
struct FrequencyBuffer
{
FAlignedFloatBuffer Real;
FAlignedFloatBuffer Imag;
void InitZeroed(int32 Num)
{
Real.Reset();
Real.AddZeroed(Num);
Imag.Reset();
Imag.AddZeroed(Num);
}
void CopyFrom(const float* InReal, const float* InImag, int32 Num)
{
check(Num == Real.Num() && Num == Imag.Num());
FMemory::Memcpy(Real.GetData(), InReal, Num * sizeof(float));
FMemory::Memcpy(Imag.GetData(), InImag, Num * sizeof(float));
}
void CopyFrom(const FrequencyBuffer& Other)
{
check(Other.Real.Num() == Real.Num() && Other.Imag.Num() == Imag.Num());
FMemory::Memcpy(Real.GetData(), Other.Real.GetData(), Other.Real.Num() * sizeof(float));
FMemory::Memcpy(Imag.GetData(), Other.Imag.GetData(), Other.Imag.Num() * sizeof(float));
}
};
// Performs an acyclic FFT correlation on FirstBuffer and Second buffer and stores the output in OutCorrelation.
// If bCyclic is false, This function may zero pad FirstBuffer and Second Buffer as needed.
// If bCyclic is true, FirstBuffer and SecondBuffer should have the same length, and that length should be a power of two.
SIGNALPROCESSING_API void CrossCorrelate(FAlignedFloatBuffer& FirstBuffer, FAlignedFloatBuffer& SecondBuffer, FAlignedFloatBuffer& OutCorrelation, bool bZeroPad = true);
SIGNALPROCESSING_API void CrossCorrelate(FAlignedFloatBuffer& FirstBuffer, FAlignedFloatBuffer& SecondBuffer, FrequencyBuffer& OutCorrelation, bool bZeroPad = true);
SIGNALPROCESSING_API void CrossCorrelate(const float* FirstBuffer, const float* SecondBuffer, int32 NumSamples, int32 FFTSize, float* OutCorrelation, int32 OutCorrelationSamples);
SIGNALPROCESSING_API void CrossCorrelate(const float* FirstBuffer, const float* SecondBuffer, int32 NumSamples, int32 FFTSize, FrequencyBuffer& OutCorrelation);
// These variations do not allocate any additional memory during the function, provided that the FrequencyBuffers are already allocated.
SIGNALPROCESSING_API void CrossCorrelate(const float* FirstBuffer, const float* SecondBuffer, int32 NumSamples, int32 FFTSize, FrequencyBuffer& FirstBufferFrequencies, FrequencyBuffer& SecondBufferFrequencies, FrequencyBuffer& OutCorrelation);
SIGNALPROCESSING_API void CrossCorrelate(FrequencyBuffer& FirstBufferFrequencies, FrequencyBuffer& SecondBufferFrequencies, int32 NumSamples, FrequencyBuffer& OutCorrelation);
class SIGNALPROCESSING_API FFFTConvolver
{
public:
FFFTConvolver();
/*
* Applies the convolver's internal window to InputAudio. Until SetWindow is called, ProcessAudio will not affect InputAudio.
* InputAudio must be a power of two.
*/
void ProcessAudio(float* InputAudio, int32 NumSamples);
/**
* Resets the filter window. NOT thread safe to call during ProcessAudio.
* This function can be called with a time domain impulse response, or precomputed frequency values.
* FilterSize must be a power of two.
*/
void SetFilter(const float* InFilterReal, const float* InFilterImag, int32 FilterSize, int32 FFTSize);
void SetFilter(const FrequencyBuffer& InFilterFrequencies, int32 FilterSize);
void SetFilter(const float* TimeDomainBuffer, int32 FilterSize);
void SetFilter(const FAlignedFloatBuffer& TimeDomainBuffer);
private:
void ConvolveBlock(float* InputAudio, int32 NumSamples);
void SumInCOLABuffer(float* InputAudio, int32 NumSamples);
void SetCOLABuffer(float* InAudio, int32 NumSamples);
FrequencyBuffer FilterFrequencies;
FrequencyBuffer InputFrequencies;
int32 BlockSize;
FAlignedFloatBuffer TimeDomainInputBuffer;
FAlignedFloatBuffer COLABuffer;
};
// Computes the power spectrum from FFTFreqDomainData. Applies a 1/(FFTSize^2) scaling to the output to
// maintain equal energy between original time domain data and output spectrum. Only the first
// (FFTSize / 2 + 1) spectrum values are calculated. These represent the frequencies from 0 to Nyquist.
//
// InFrequencyData is the input frequency domain data. Generally this is created by calling PerformFFT(...)
// FFTSize is the number of samples used when originally calculating the FFT
// OutBuffer is an aligned buffer which will contain spectrum data. It will constain (FFTSize / 2 + 1) elements.
SIGNALPROCESSING_API void ComputePowerSpectrum(const FFTFreqDomainData& InFrequencyData, int32 FFTSize, FAlignedFloatBuffer& OutBuffer);
// Computes the magnitude spectrum from FFTFreqDomainData. Applies a 1/FFTSize scaling to the output to
// maintain equal energy between original time domain data and output spectrum. Only the first
// (FFTSize / 2 + 1) spectrum values are calculated. These represent the frequencies from 0 to Nyquist.
//
// InFrequencyData is the input frequency domain data. Generally this is created by calling PerformFFT(...)
// FFTSize is the number of samples used when originally calculating the FFT
// OutBuffer is an aligned buffer which will contain spectrum data. It will constain (FFTSize / 2 + 1) elements.
SIGNALPROCESSING_API void ComputeMagnitudeSpectrum(const FFTFreqDomainData& InFrequencyData, int32 FFTSize, FAlignedFloatBuffer& OutBuffer);
// Computes the spectrum from FFTFreqDomainData. Applies a scaling to the output to maintain equal
// energy between original time domain data and output spectrum. Only the first (FFTSize / 2 + 1)
// spectrum values are calculated. These represent the frequencies from 0 to Nyquist.
//
// InSpectrumType denotes which spectrum type to calculate.
// InFrequencyData is the input frequency domain data. Generally this is created by calling PerformFFT(...)
// FFTSize is the number of samples used when originally calculating the FFT
// OutBuffer is an aligned buffer which will contain spectrum data. It will constain (FFTSize / 2 + 1) elements.
SIGNALPROCESSING_API void ComputeSpectrum(ESpectrumType InSpectrumType, const FFTFreqDomainData& InFrequencyData, int32 FFTSize, FAlignedFloatBuffer& OutBuffer);
}