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#rnx #rb none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900 #ROBOMERGE-BOT: (v613-10869866) [CL 10870549 by ryan durand in Main branch]
63 lines
1.4 KiB
C++
63 lines
1.4 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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namespace Audio
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{
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// Foldback distortion effect
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// https://en.wikipedia.org/wiki/Foldback_(power_supply_design)
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class SIGNALPROCESSING_API FFoldbackDistortion
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{
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public:
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// Constructor
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FFoldbackDistortion();
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// Destructor
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~FFoldbackDistortion();
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// Initialize the equalizer
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void Init(const float InSampleRate, const int32 InNumChannels);
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// Sets the foldback distortion threshold
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void SetThresholdDb(const float InThresholdDb);
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// Sets the input gain
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void SetInputGainDb(const float InInputGainDb);
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// Sets the output gain
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void SetOutputGainDb(const float InOutputGainDb);
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// Processes a single audio sample
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float ProcessAudioSample(const float InSample);
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// Processes a mono stream
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void ProcessAudioFrame(const float* InFrame, float* OutFrame);
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// Processes a stereo stream
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void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer);
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private:
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// Threshold to check before folding audio back on itself
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float Threshold;
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// Threshold times 2
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float Threshold2;
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// Threshold time 4
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float Threshold4;
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// Input gain used to force hitting the threshold
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float InputGain;
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// A final gain scaler to apply to the output
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float OutputGain;
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// How many channels we expect the audio intput to be.
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int32 NumChannels;
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};
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}
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