Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/AudioDebuggingUtilities.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#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]
2019-12-26 14:45:42 -05:00

42 lines
996 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/ScopeLock.h"
#include "BufferVectorOperations.h"
#define USE_AUDIO_DEBUGGING UE_BUILD_DEBUG
void BreakWhenAudible(float* InBuffer, int32 NumSamples)
{
static const float AudibilityThreshold = Audio::ConvertToLinear(-40.0f);
float BufferAmplitude = Audio::GetAverageAmplitude(InBuffer, NumSamples);
if (BufferAmplitude > AudibilityThreshold)
{
PLATFORM_BREAK();
}
}
void BreakWhenTooLoud(float* InBuffer, int32 NumSamples)
{
static const float PainThreshold = Audio::ConvertToLinear(3.0f);
float BufferAmplitude = Audio::GetAverageAmplitude(InBuffer, NumSamples);
if (BufferAmplitude > PainThreshold)
{
PLATFORM_BREAK();
}
}
#if USE_AUDIO_DEBUGGING
#define BREAK_WHEN_AUDIBLE(Ptr, Num) BreakWhenAudible(Ptr, Num);
#define BREAK_WHEN_TOO_LOUD(Ptr, Num) BreakWhenTooLoud(Ptr, Num);
#else
#define BREAK_WHEN_AUDIBLE(Ptr, Num)
#define BREAK_WHEN_TOO_LOUD(Ptr, Num)
#endif