Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/LinearInterpFractionalDelay.cpp
phil popp 2fadfa51ec Audio signal processing cleanup
- Removing need for alignment in audio DSP.
- Decreased header dependencies across codebase to improve build times
- Fixed improper `using namespace` issues.
#jira UE-147590
#rb Helen.Yang, Alfaroh.Corneyiii
#preflight 62a789bd2c521c9c6dac7bb6

[CL 20648535 by phil popp in ue5-main branch]
2022-06-14 10:44:07 -04:00

160 lines
5.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/LinearInterpFractionalDelay.h"
#include "DSP/Dsp.h"
#include "DSP/BufferVectorOperations.h"
namespace Audio
{
FLinearInterpFractionalDelay::FLinearInterpFractionalDelay(int32 InMaxDelay, int32 InMaxNumInternalBufferSamples)
: MaxDelay(InMaxDelay)
, NumInternalBufferSamples(InMaxNumInternalBufferSamples)
, UpperDelayPos(nullptr)
, LowerDelayPos(nullptr)
{
checkf(MaxDelay > 0, TEXT("InMaxDelay must be greater than zero"));
if (MaxDelay < 1)
{
MaxDelay = 1;
}
while (0 != (NumInternalBufferSamples % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER))
{
NumInternalBufferSamples--;
}
if (NumInternalBufferSamples < 1)
{
NumInternalBufferSamples = AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER;
}
// Allocate and prepare delay line for maximum delay.
DelayLine = MakeUnique<FAlignedBlockBuffer>((2 * (MaxDelay + 1)) + NumInternalBufferSamples, MaxDelay + NumInternalBufferSamples + 1);
DelayLine->AddZeros(MaxDelay + 1);
IntegerDelayOffsets.Reset(NumInternalBufferSamples);
IntegerDelayOffsets.AddUninitialized(NumInternalBufferSamples);
for (int32 i = 0; i < NumInternalBufferSamples; i++)
{
IntegerDelayOffsets[i] = i + MaxDelay;
}
UpperDelayPos = (int*)FMemory::Malloc(4 * sizeof(int), AUDIO_BUFFER_ALIGNMENT);
LowerDelayPos = (int*)FMemory::Malloc(4 * sizeof(int), AUDIO_BUFFER_ALIGNMENT);
}
// Destructor
FLinearInterpFractionalDelay::~FLinearInterpFractionalDelay()
{
FMemory::Free(UpperDelayPos);
FMemory::Free(LowerDelayPos);
}
// Resets the delay line state, flushes buffer and resets read/write pointers.
void FLinearInterpFractionalDelay::Reset()
{
DelayLine->ClearSamples();
DelayLine->AddZeros(MaxDelay + 1);
}
void FLinearInterpFractionalDelay::ProcessAudio(const FAlignedFloatBuffer& InSamples, const FAlignedFloatBuffer& InDelays, FAlignedFloatBuffer& OutSamples)
{
const int32 InNum = InSamples.Num();
checkf(InNum == InDelays.Num(), TEXT("Input buffers must be equal length"));
// Prepare output buffer
OutSamples.Reset(InNum);
OutSamples.AddUninitialized(InNum);
if (InNum != InDelays.Num())
{
// Return empty buffer on invalid input.
if (InNum > 0)
{
FMemory::Memset(OutSamples.GetData(), 0, sizeof(float) * InNum);
}
return;
}
float* OutSampleData = OutSamples.GetData();
const float* InSampleData = InSamples.GetData();
const float* InDelayData = InDelays.GetData();
// Process audio one block at a time.
int32 LeftOver = InNum;
int32 BufferPos = 0;
while (LeftOver > 0)
{
int32 NumToProcess = FMath::Min(LeftOver, NumInternalBufferSamples);
ProcessAudioBlock(&InSampleData[BufferPos], &InDelayData[BufferPos], NumToProcess, &OutSampleData[BufferPos]);
BufferPos += NumToProcess;
LeftOver -= NumToProcess;
}
}
void FLinearInterpFractionalDelay::ProcessAudioBlock(const float* InSamples, const float* InDelays, const int32 InNum, float* OutSamples)
{
checkf(0 == (InNum % 4), TEXT("Array length must be multiple of 4"));
// Update delay line.
DelayLine->AddSamples(InSamples, InNum);
const float* DelayData = DelayLine->InspectSamples(InNum + MaxDelay + 1);
const int32* IntegerDelayOffsetData = IntegerDelayOffsets.GetData();
const VectorRegister4Float VMaxDelay = MakeVectorRegister((float)MaxDelay, (float)MaxDelay, (float)MaxDelay, (float)MaxDelay);
for (int32 i = 0; i < InNum; i += 4)
{
VectorRegister4Float VFractionalDelays = VectorLoad(&InDelays[i]);
// Ensure fractional delays are positive
VFractionalDelays = VectorMax(VFractionalDelays, GlobalVectorConstants::FloatZero);
VFractionalDelays = VectorMin(VFractionalDelays, VMaxDelay);
// Separate integer from fraction
VectorRegister4Float VFloorDelays = VectorFloor(VFractionalDelays);
// Determine linear weights
VectorRegister4Float VUpperCoefficients = VectorSubtract(VFractionalDelays, VFloorDelays);
VectorRegister4Float VLowerCoefficients = VectorSubtract(GlobalVectorConstants::FloatOne, VUpperCoefficients);
// Make integer locations relative to block
VectorRegister4Int VIntegerDelays = VectorFloatToInt(VFloorDelays);
VectorRegister4Int VIntegerDelayOffset = VectorIntLoadAligned(&IntegerDelayOffsetData[i]);
VIntegerDelays = VectorIntSubtract(VIntegerDelayOffset, VIntegerDelays);
// Lookup samples for interpolation
VectorIntStoreAligned(VIntegerDelays, UpperDelayPos);
VectorIntStoreAligned(VectorIntAdd(VIntegerDelays, GlobalVectorConstants::IntOne), LowerDelayPos);
VectorRegister4Float VLowerSamples = MakeVectorRegister(
DelayData[LowerDelayPos[0]],
DelayData[LowerDelayPos[1]],
DelayData[LowerDelayPos[2]],
DelayData[LowerDelayPos[3]]
);
VectorRegister4Float VUpperSamples = MakeVectorRegister(
DelayData[UpperDelayPos[0]],
DelayData[UpperDelayPos[1]],
DelayData[UpperDelayPos[2]],
DelayData[UpperDelayPos[3]]
);
// Interpolate samples
VectorRegister4Float VOut = VectorMultiplyAdd(
VLowerSamples,
VLowerCoefficients,
VectorMultiply(VUpperSamples, VUpperCoefficients));
VectorStore(VOut, &OutSamples[i]);
}
// Remove unneeded delay line.
DelayLine->RemoveSamples(InNum);
}
}