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#rb phil.popp #jira none #preflight 61e73bed1479b607fad4fad0 #ROBOMERGE-AUTHOR: miles.flanagan #ROBOMERGE-SOURCE: CL 18649412 in //UE5/Release-5.0/... via CL 18649851 via CL 18650098 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592) [CL 18650341 by miles flanagan in ue5-main branch]
160 lines
4.7 KiB
C++
160 lines
4.7 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/EnvelopeFollower.h"
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#include "DSP/Delay.h"
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#include "Filter.h"
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namespace Audio
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{
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// What mode the compressor is in
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namespace EDynamicsProcessingMode
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{
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enum Type
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{
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Compressor,
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Limiter,
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Expander,
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Gate,
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UpwardsCompressor,
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Count
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};
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}
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enum class EDynamicsProcessorChannelLinkMode : uint8
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{
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Disabled,
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Average,
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Peak,
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Count
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};
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// Dynamic range compressor
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// https://en.wikipedia.org/wiki/Dynamic_range_compression
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class SIGNALPROCESSING_API FDynamicsProcessor
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{
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public:
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FDynamicsProcessor();
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~FDynamicsProcessor();
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void Init(const float InSampleRate, const int32 InNumChannels = 2);
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int32 GetNumChannels() const;
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int32 GetKeyNumChannels() const;
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void SetLookaheadMsec(const float InLookAheadMsec);
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void SetAttackTime(const float InAttackTimeMsec);
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void SetReleaseTime(const float InReleaseTimeMsec);
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void SetThreshold(const float InThresholdDb);
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void SetRatio(const float InCompressionRatio);
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void SetKneeBandwidth(const float InKneeBandwidthDb);
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void SetInputGain(const float InInputGainDb);
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void SetKeyAudition(const bool InAuditionEnabled);
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void SetKeyGain(const float InKeyGain);
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void SetKeyHighshelfCutoffFrequency(const float InCutoffFreq);
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void SetKeyHighshelfEnabled(const bool bInEnabled);
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void SetKeyHighshelfGain(const float InGainDb);
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void SetKeyLowshelfCutoffFrequency(const float InCutoffFreq);
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void SetKeyLowshelfEnabled(const bool bInEnabled);
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void SetKeyLowshelfGain(const float InGainDb);
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void SetKeyNumChannels(const int32 InNumChannels);
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void SetNumChannels(const int32 InNumChannels);
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void SetOutputGain(const float InOutputGainDb);
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void SetChannelLinkMode(const EDynamicsProcessorChannelLinkMode InLinkMode);
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void SetAnalogMode(const bool bInIsAnalogMode);
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void SetPeakMode(const EPeakMode::Type InEnvelopeFollowerModeType);
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void SetProcessingMode(const EDynamicsProcessingMode::Type ProcessingMode);
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void ProcessAudioFrame(const float* InFrame, float* OutFrame, const float* InKeyFrame);
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void ProcessAudioFrame(const float* InFrame, float* OutFrame, const float* InKeyFrame, float* OutGain);
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void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer, const float* InKeyBuffer = nullptr);
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void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer, const float* InKeyBuffer, float* OutEnvelope);
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protected:
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float ComputeGain(const float InEnvFollowerDb);
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// Process key frame, returning true if should continue processing
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// (Returns false in audition mode and writes straight to output).
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bool ProcessKeyFrame(const float* InKeyFrame, float* OutFrame, bool bKeyIsInput);
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bool IsInProcessingThreshold(const float InEnvFollowerDb) const;
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// (Optional) Low-pass filter for input signal
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FBiquadFilter InputLowshelfFilter;
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// (Optional) High-pass filter for input signal
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FBiquadFilter InputHighshelfFilter;
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EDynamicsProcessingMode::Type ProcessingMode;
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// Peak mode of envelope followers
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EPeakMode::Type EnvelopeFollowerPeakMode;
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// Lookahead delay lines
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TArray<FDelay> LookaheadDelay;
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// Envelope followers
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TArray<FInlineEnvelopeFollower> EnvFollower;
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// Points in the knee used for lagrangian interpolation
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TArray<FVector2D> KneePoints;
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// Channel values of cached detector sample
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TArray<float> DetectorOuts;
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// Channel values of cached gain sample
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TArray<float> Gain;
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// How far ahead to look in the audio
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float LookaheedDelayMsec;
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// The period of which the compressor decreases gain to the level determined by the compression ratio
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float AttackTimeMsec;
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// The period of which the compressor increases gain to 0 dB once level has fallen below the threshold
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float ReleaseTimeMsec;
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// Amplitude threshold above which gain will be reduced
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float ThresholdDb;
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// Amount of gain reduction
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float Ratio;
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// Defines how hard or soft the gain reduction blends from no gain reduction to gain reduction (determined by the ratio)
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float HalfKneeBandwidthDb;
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// Amount of input gain
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float InputGain;
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// Amount of output gain
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float OutputGain;
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// Gain of key detector signal in dB
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float KeyGain;
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// Sample rate of both key and input (must match)
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float SampleRate;
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// Whether or not input channels are linked, and if so, how to calculate gain
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EDynamicsProcessorChannelLinkMode LinkMode;
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// Whether or not we're in analog mode
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bool bIsAnalogMode;
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// Whether or not to bypass processor and only output key modulator
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bool bKeyAuditionEnabled;
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// Whether or not key high-pass filter is enabled
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bool bKeyHighshelfEnabled;
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// Whether or not key low-pass filter is enabled
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bool bKeyLowshelfEnabled;
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static constexpr float UpwardsCompressionMaxGain = 36.0f;
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};
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}
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