Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/RingModulation.cpp
Josh Markiewicz d79515867d Copying //UE4/Dev-Online to Dev-Main (//UE4/Dev-Main)
- Up to CL8320930 from DevOnline and 8311605 Merge Down from Main
- skipped some Fortnite content/plugins/code where it tried to reintegrate files that had been moved pending investigation
#rb none

[CL 8321295 by Josh Markiewicz in Main branch]
2019-08-26 18:35:22 -04:00

68 lines
1.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "DSP/RingModulation.h"
#include "DSP/Dsp.h"
namespace Audio
{
FRingModulation::FRingModulation()
: ModulationFrequency(800.0f)
, ModulationDepth(0.5f)
, DryLevel(0.0f)
, WetLevel(1.0f)
, NumChannels(0)
{
}
FRingModulation::~FRingModulation()
{
}
void FRingModulation::Init(const float InSampleRate, const int32 InNumChannels)
{
Osc.Init(InSampleRate);
Osc.SetFrequency(ModulationFrequency);
Osc.Update();
Osc.Start();
NumChannels = InNumChannels;
}
void FRingModulation::SetModulatorWaveType(const EOsc::Type InType)
{
Osc.SetType(InType);
}
void FRingModulation::SetModulationFrequency(const float InModulationFrequency)
{
Osc.SetFrequency(FMath::Clamp(InModulationFrequency, 10.0f, 10000.0f));
Osc.Update();
}
void FRingModulation::SetModulationDepth(const float InModulationDepth)
{
ModulationDepth = FMath::Clamp(InModulationDepth, -1.0f, 1.0f);
}
void FRingModulation::ProcessAudioFrame(const float* InFrame, float* OutFrame)
{
float OscOut = Osc.Generate();
for (int32 Channel = 0; Channel < NumChannels; ++Channel)
{
OutFrame[Channel] = DryLevel * InFrame[Channel] + WetLevel * InFrame[Channel] * OscOut * ModulationDepth;
}
}
void FRingModulation::ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer)
{
for (int32 SampleIndex = 0; SampleIndex < InNumSamples; SampleIndex += NumChannels)
{
ProcessAudioFrame(&InBuffer[SampleIndex], &OutBuffer[SampleIndex]);
}
}
}