Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/SpectrumAnalyzer.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

473 lines
12 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "DSP/SpectrumAnalyzer.h"
namespace Audio
{
FSpectrumAnalyzer::FSpectrumAnalyzer()
: CurrentSettings(FSpectrumAnalyzerSettings())
, bSettingsWereUpdated(false)
, bIsInitialized(false)
, SampleRate(0.0f)
, Window(CurrentSettings.WindowType, (int32)CurrentSettings.FFTSize, 1, false)
, InputQueue(FMath::Max((int32)CurrentSettings.FFTSize * 4, 4096))
, FrequencyBuffer(CurrentSettings)
, LockedFrequencyVector(nullptr)
{
}
FSpectrumAnalyzer::FSpectrumAnalyzer(const FSpectrumAnalyzerSettings& InSettings, float InSampleRate)
: CurrentSettings(InSettings)
, bSettingsWereUpdated(false)
, bIsInitialized(true)
, SampleRate(InSampleRate)
, Window(InSettings.WindowType, (int32)InSettings.FFTSize, 1, false)
, InputQueue(FMath::Max((int32)CurrentSettings.FFTSize * 4, 4096))
, FrequencyBuffer(InSettings)
, LockedFrequencyVector(nullptr)
{
ResetSettings();
}
FSpectrumAnalyzer::FSpectrumAnalyzer(float InSampleRate)
: CurrentSettings(FSpectrumAnalyzerSettings())
, bSettingsWereUpdated(false)
, bIsInitialized(true)
, SampleRate(InSampleRate)
, Window(CurrentSettings.WindowType, (int32)CurrentSettings.FFTSize, 1, false)
, InputQueue(FMath::Max((int32)CurrentSettings.FFTSize * 4, 4096))
, FrequencyBuffer(CurrentSettings)
, LockedFrequencyVector(nullptr)
{
ResetSettings();
}
FSpectrumAnalyzer::~FSpectrumAnalyzer()
{
if (AsyncAnalysisTask.IsValid())
{
AsyncAnalysisTask->EnsureCompletion(false);
}
}
void FSpectrumAnalyzer::Init(float InSampleRate)
{
FSpectrumAnalyzerSettings DefaultSettings = FSpectrumAnalyzerSettings();
Init(DefaultSettings, InSampleRate);
}
void FSpectrumAnalyzer::Init(const FSpectrumAnalyzerSettings& InSettings, float InSampleRate)
{
CurrentSettings = InSettings;
bSettingsWereUpdated = false;
SampleRate = InSampleRate;
InputQueue.SetCapacity(FMath::Max((int32)CurrentSettings.FFTSize * 4, 4096));
FrequencyBuffer.Reset(CurrentSettings);
ResetSettings();
bIsInitialized = true;
}
void FSpectrumAnalyzer::ResetSettings()
{
// If the game thread has locked a frequency vector, we can't resize our buffers under it.
// Thus, wait until it's unlocked.
if (LockedFrequencyVector != nullptr)
{
return;
}
Window = FWindow(CurrentSettings.WindowType, (int32)CurrentSettings.FFTSize, 1, false);
FFTSize = (int32) CurrentSettings.FFTSize;
if (FMath::IsNearlyZero(CurrentSettings.HopSize))
{
HopInSamples = GetCOLAHopSizeForWindow(CurrentSettings.WindowType, (uint32)CurrentSettings.FFTSize);
}
else
{
HopInSamples = FMath::FloorToInt((float)CurrentSettings.FFTSize * CurrentSettings.HopSize);
}
AnalysisTimeDomainBuffer.Reset();
AnalysisTimeDomainBuffer.AddZeroed(FFTSize);
FrequencyBuffer.Reset(CurrentSettings);
bSettingsWereUpdated = false;
}
void FSpectrumAnalyzer::PerformInterpolation(const FSpectrumAnalyzerFrequencyVector* InFrequencies, FSpectrumAnalyzerSettings::EPeakInterpolationMethod InMethod, const float InFreq, float& OutReal, float& OutImag)
{
const int32 VectorLength = InFrequencies->RealFrequencies.Num();
const float NyquistPosition = VectorLength / 2;
const float Nyquist = SampleRate / 2;
// Fractional position in the frequency vector in terms of indices.
// float Position = NyquistPosition + (InFreq / Nyquist);
const float NormalizedFreq = (InFreq / Nyquist);
float Position = InFreq >= 0 ? (NormalizedFreq * VectorLength / 2) : VectorLength - (NormalizedFreq * VectorLength / 2);
// Position should be clamped between just above DC and just below nyquist to avoid rounding errors.
Position = FMath::Clamp<float>(Position, 0.01f, VectorLength - 1.01f);
switch (InMethod)
{
case Audio::FSpectrumAnalyzerSettings::EPeakInterpolationMethod::NearestNeighbor:
{
int32 Index = FMath::RoundToInt(Position);
OutReal = InFrequencies->RealFrequencies[Index];
OutImag = InFrequencies->ImagFrequencies[Index];
break;
}
case Audio::FSpectrumAnalyzerSettings::EPeakInterpolationMethod::Linear:
{
const int32 LowerIndex = FMath::FloorToInt(Position);
const int32 UpperIndex = FMath::CeilToInt(Position);
const float PositionFraction = Position - LowerIndex;
const float y1Real = InFrequencies->RealFrequencies[LowerIndex];
const float y2Real = InFrequencies->RealFrequencies[UpperIndex];
OutReal = FMath::Lerp<float>(y1Real, y1Real, PositionFraction);
const float y1Imag = InFrequencies->ImagFrequencies[LowerIndex];
const float y2Imag = InFrequencies->ImagFrequencies[UpperIndex];
OutImag = FMath::Lerp<float>(y1Imag, y2Imag, PositionFraction);
break;
}
case Audio::FSpectrumAnalyzerSettings::EPeakInterpolationMethod::Quadratic:
{
const int32 MidIndex = FMath::RoundToInt(Position);
const int32 LowerIndex = FMath::Max(0, MidIndex - 1);
const int32 UpperIndex = FMath::Min(VectorLength, MidIndex + 1);
const float PositionFraction = Position - LowerIndex;
const float y1Real = InFrequencies->RealFrequencies[LowerIndex];
const float y2Real = InFrequencies->RealFrequencies[MidIndex];
const float y3Real = InFrequencies->RealFrequencies[UpperIndex];
const float InterpReal = (y3Real - y1Real) / (2 * (2 * y2Real - y1Real - y3Real));
OutReal = InterpReal;
const float y1Imag = InFrequencies->ImagFrequencies[LowerIndex];
const float y2Imag = InFrequencies->ImagFrequencies[MidIndex];
const float y3Imag = InFrequencies->ImagFrequencies[UpperIndex];
const float InterpImag = (y3Imag - y1Imag) / (2 * (2 * y2Imag - y1Imag - y3Imag));
OutImag = InterpImag;
break;
}
default:
break;
}
}
void FSpectrumAnalyzer::SetSettings(const FSpectrumAnalyzerSettings& InSettings)
{
CurrentSettings = InSettings;
bSettingsWereUpdated = true;
}
void FSpectrumAnalyzer::GetSettings(FSpectrumAnalyzerSettings& OutSettings)
{
OutSettings = CurrentSettings;
}
float FSpectrumAnalyzer::GetMagnitudeForFrequency(float InFrequency)
{
if (!bIsInitialized)
{
return false;
}
const FSpectrumAnalyzerFrequencyVector* OutVector;
bool bShouldUnlockBuffer = true;
if (LockedFrequencyVector)
{
OutVector = LockedFrequencyVector;
bShouldUnlockBuffer = false;
}
else
{
OutVector = FrequencyBuffer.LockMostRecentBuffer();
}
// Perform work.
if (OutVector)
{
float OutMagnitude = 0.0f;
float InterpolatedReal, InterpolatedImag;
PerformInterpolation(OutVector, CurrentSettings.InterpolationMethod, InFrequency, InterpolatedReal, InterpolatedImag);
OutMagnitude = FMath::Sqrt((InterpolatedReal * InterpolatedReal) + (InterpolatedImag * InterpolatedImag));
if (bShouldUnlockBuffer)
{
FrequencyBuffer.UnlockBuffer();
}
return OutMagnitude;
}
// If we got here, something went wrong, so just output zero.
return 0.0f;
}
float FSpectrumAnalyzer::GetPhaseForFrequency(float InFrequency)
{
if (!bIsInitialized)
{
return false;
}
const FSpectrumAnalyzerFrequencyVector* OutVector;
bool bShouldUnlockBuffer = true;
if (LockedFrequencyVector)
{
OutVector = LockedFrequencyVector;
bShouldUnlockBuffer = false;
}
else
{
OutVector = FrequencyBuffer.LockMostRecentBuffer();
}
// Perform work.
if (OutVector)
{
float OutPhase = 0.0f;
float InterpolatedReal, InterpolatedImag;
PerformInterpolation(OutVector, CurrentSettings.InterpolationMethod, InFrequency, InterpolatedReal, InterpolatedImag);
OutPhase = FMath::Atan2(InterpolatedImag, InterpolatedReal);
if (bShouldUnlockBuffer)
{
FrequencyBuffer.UnlockBuffer();
}
return OutPhase;
}
// If we got here, something went wrong, so just output zero.
return 0.0f;
}
void FSpectrumAnalyzer::LockOutputBuffer()
{
if (!bIsInitialized)
{
return;
}
if (LockedFrequencyVector != nullptr)
{
FrequencyBuffer.UnlockBuffer();
}
LockedFrequencyVector = FrequencyBuffer.LockMostRecentBuffer();
}
void FSpectrumAnalyzer::UnlockOutputBuffer()
{
if (!bIsInitialized)
{
return;
}
if (LockedFrequencyVector != nullptr)
{
FrequencyBuffer.UnlockBuffer();
LockedFrequencyVector = nullptr;
}
}
bool FSpectrumAnalyzer::PushAudio(const TSampleBuffer<float>& InBuffer)
{
check(InBuffer.GetNumChannels() == 1);
return PushAudio(InBuffer.GetData(), InBuffer.GetNumSamples());
}
bool FSpectrumAnalyzer::PushAudio(const float* InBuffer, int32 NumSamples)
{
return InputQueue.Push(InBuffer, NumSamples) == NumSamples;
}
bool FSpectrumAnalyzer::PerformAnalysisIfPossible(bool bUseLatestAudio, bool bAsync)
{
if (!bIsInitialized)
{
return false;
}
if (bAsync)
{
// if bAsync is true, kick off a new task if one isn't in flight already, and return.
if (!AsyncAnalysisTask.IsValid())
{
AsyncAnalysisTask.Reset(new FSpectrumAnalyzerTask(this, bUseLatestAudio));
AsyncAnalysisTask->StartBackgroundTask();
}
else if (AsyncAnalysisTask->IsDone())
{
AsyncAnalysisTask->StartBackgroundTask();
}
return true;
}
// If settings were updated, perform resizing and parameter updates here:
if (bSettingsWereUpdated)
{
ResetSettings();
}
FSpectrumAnalyzerFrequencyVector* OutputVector = FrequencyBuffer.StartWorkOnBuffer();
// If we have enough audio pushed to the spectrum analyzer and we have an available buffer to work in,
// we can start analyzing.
if (InputQueue.Num() >= ((uint32)FFTSize) && OutputVector)
{
float* TimeDomainBuffer = AnalysisTimeDomainBuffer.GetData();
if (bUseLatestAudio)
{
// If we are only using the latest audio, scrap the oldest audio in the InputQueue:
InputQueue.SetNum((uint32)FFTSize);
}
// Perform pop/peek here based on FFT size and hop amount.
const int32 PeekAmount = FFTSize - HopInSamples;
InputQueue.Pop(TimeDomainBuffer, HopInSamples);
InputQueue.Peek(TimeDomainBuffer + HopInSamples, PeekAmount);
// apply window if necessary.
Window.ApplyToBuffer(TimeDomainBuffer);
// Perform FFT.
FFTTimeDomainData InputParams;
InputParams.Buffer = TimeDomainBuffer;
InputParams.NumSamples = FFTSize;
FFTFreqDomainData OutputParams;
OutputParams.OutReal = OutputVector->RealFrequencies.GetData();
OutputParams.OutImag = OutputVector->ImagFrequencies.GetData();
PerformFFT(InputParams, OutputParams);
// We're done, so unlock this vector.
FrequencyBuffer.StopWorkOnBuffer();
return true;
}
else
{
return false;
}
}
bool FSpectrumAnalyzer::IsInitialized()
{
return bIsInitialized;
}
static const int32 SpectrumAnalyzerBufferSize = 4;
FSpectrumAnalyzerBuffer::FSpectrumAnalyzerBuffer()
: OutputIndex(0)
, InputIndex(0)
{
}
FSpectrumAnalyzerBuffer::FSpectrumAnalyzerBuffer(const FSpectrumAnalyzerSettings& InSettings)
{
Reset(InSettings);
}
void FSpectrumAnalyzerBuffer::Reset(const FSpectrumAnalyzerSettings& InSettings)
{
FScopeLock ScopeLock(&BufferIndicesCriticalSection);
static_assert(SpectrumAnalyzerBufferSize > 2, "Please ensure that SpectrumAnalyzerBufferSize is greater than 2.");
FrequencyVectors.Reset();
for (int32 Index = 0; Index < SpectrumAnalyzerBufferSize; Index++)
{
FrequencyVectors.Emplace((int32)InSettings.FFTSize);
}
InputIndex = 1;
OutputIndex = 0;
}
void FSpectrumAnalyzerBuffer::IncrementInputIndex()
{
FScopeLock ScopeLock(&BufferIndicesCriticalSection);
InputIndex = (InputIndex + 1) % SpectrumAnalyzerBufferSize;
if (InputIndex == OutputIndex)
{
InputIndex = (InputIndex + 1) % SpectrumAnalyzerBufferSize;
}
check(InputIndex != OutputIndex);
}
void FSpectrumAnalyzerBuffer::IncrementOutputIndex()
{
FScopeLock ScopeLock(&BufferIndicesCriticalSection);
OutputIndex = (OutputIndex + 1) % SpectrumAnalyzerBufferSize;
if (InputIndex == OutputIndex)
{
OutputIndex = (OutputIndex + 1) % SpectrumAnalyzerBufferSize;
}
check(InputIndex != OutputIndex);
}
FSpectrumAnalyzerFrequencyVector* FSpectrumAnalyzerBuffer::StartWorkOnBuffer()
{
return &(FrequencyVectors[InputIndex]);
}
void FSpectrumAnalyzerBuffer::StopWorkOnBuffer()
{
IncrementInputIndex();
}
const FSpectrumAnalyzerFrequencyVector* FSpectrumAnalyzerBuffer::LockMostRecentBuffer()
{
return &(FrequencyVectors[OutputIndex]);
}
void FSpectrumAnalyzerBuffer::UnlockBuffer()
{
IncrementOutputIndex();
}
FSpectrumAnalyzerFrequencyVector::FSpectrumAnalyzerFrequencyVector(int32 InFFTSize)
{
RealFrequencies.Reset();
RealFrequencies.AddZeroed(InFFTSize);
ImagFrequencies.Reset();
ImagFrequencies.AddZeroed(InFFTSize);
}
void FSpectrumAnalysisAsyncWorker::DoWork()
{
Analyzer->PerformAnalysisIfPossible(bUseLatestAudio, false);
}
}