Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/RingModulation.h
aaron mcleran 0c4ee1466f Audio bus feature
- Audio bus is a new asset type that allows audio to be routed around to effects, etc.
- Extracts the underlying logic from source buses and changes source bus semantics to be a sonification of audio buses. Audio buses do not render to be audible on their own.
- Main use-case is side-chaining audio effects (e.g. side chain compression, auto-wah filters, etc).

#rb Ethan.Geller, Rob.Gay, Maxwell.Hayes, Phil.Popp, Ryan.Mangin
#jira UE-88494


#ROBOMERGE-SOURCE: CL 11449969 via CL 11450113
#ROBOMERGE-BOT: (v654-11333218)

[CL 11450145 by aaron mcleran in Main branch]
2020-02-14 16:51:07 -05:00

61 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DSP/Osc.h"
#include "DSP/MultithreadedPatching.h"
namespace Audio
{
// Ring modulation effect
// https://en.wikipedia.org/wiki/Ring_modulation
class SIGNALPROCESSING_API FRingModulation
{
public:
// Constructor
FRingModulation();
// Destructor
~FRingModulation();
// Initialize the equalizer
void Init(const float InSampleRate, const int32 InNumChannels);
// The type of modulation
void SetModulatorWaveType(const EOsc::Type InType);
// Set the ring modulation frequency
void SetModulationFrequency(const float InModulationFrequency);
// Set the ring modulation depth
void SetModulationDepth(const float InModulationDepth);
// Sets that the modulation buffer is external
void SetExternalPatchSource(Audio::FPatchOutputStrongPtr InPatch);
// Set the dry level of the ring modulation
void SetDryLevel(const float InDryLevel) { DryLevel = InDryLevel; }
// Set the wet level of the ring modulation
void SetWetLevel(const float InWetLevel);
// Process audio buffer
void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer);
private:
void UpdateScale();
Audio::FPatchOutputStrongPtr Patch;
Audio::FOsc Osc;
float ModulationFrequency;
float ModulationDepth;
float DryLevel;
float WetLevel;
float Scale;
int32 NumChannels;
TArray<float> ModulationBuffer;
};
}