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- 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]
98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DSP/BufferVectorOperations.h"
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#include "DSP/IntegerDelay.h"
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#include "DSP/LongDelayAPF.h"
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#include "DSP/BufferOnePoleLPF.h"
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#include "DSP/FeedbackDelayNetwork.h"
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namespace Audio
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{
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struct SIGNALPROCESSING_API FEarlyReflectionsFastSettings
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{
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// Early reflections gain
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float Gain;
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// Delay between input signal and early reflections
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float PreDelayMsec;
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// Input sample bandwidth before entering early reflections
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float Bandwidth;
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// Early reflections decay (lower value is longer)
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float Decay;
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// Early reflection high frequency absorption factor
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float Absorption;
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FEarlyReflectionsFastSettings();
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bool operator==(const FEarlyReflectionsFastSettings& Other) const;
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bool operator!=(const FEarlyReflectionsFastSettings& Other) const;
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};
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// Basic implementation of early reflections using a predelay, low pass filter and feedback delay network (FDN). The FDN
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// utilizes four delay lines where each delay line consists of an all pass filter and low pass filter to control diffusion
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// and absorption.
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class SIGNALPROCESSING_API FEarlyReflectionsFast
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{
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public:
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// Limits for settings
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static const float MaxGain;
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static const float MinGain;
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static const float MaxPreDelay;
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static const float MinPreDelay;
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static const float MaxBandwidth;
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static const float MinBandwidth;
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static const float MaxDecay;
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static const float MinDecay;
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static const float MaxAbsorption;
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static const float MinAbsorption;
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static const FEarlyReflectionsFastSettings DefaultSettings;
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// InMaxNumInternalBufferSamples sets the maximum possible samples in an internal buffer.
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FEarlyReflectionsFast(float InSampleRate, int32 InMaxNumInternalBufferSamples, const FEarlyReflectionsFastSettings& InSettings=DefaultSettings);
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~FEarlyReflectionsFast();
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// Sets the reverb settings, clamps, applies, and updates
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void SetSettings(const FEarlyReflectionsFastSettings& InSettings);
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// Process the single audio frame
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void ProcessAudio(const AlignedFloatBuffer& InSamples, const int32 InNumChannels, AlignedFloatBuffer& OutLeftSamples, AlignedFloatBuffer& OutRightSamples);
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// Clamps settings to acceptable values.
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static void ClampSettings(FEarlyReflectionsFastSettings& InOutSettings);
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private:
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void ApplySettings();
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FEarlyReflectionsFastSettings Settings;
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float SampleRate;
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AlignedFloatBuffer LeftInputBuffer;
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AlignedFloatBuffer LeftWorkBufferA;
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AlignedFloatBuffer LeftWorkBufferB;
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AlignedFloatBuffer RightInputBuffer;
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AlignedFloatBuffer RightWorkBufferA;
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AlignedFloatBuffer RightWorkBufferB;
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FFDNCoefficients LeftCoefficients;
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FFDNCoefficients RightCoefficients;
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FFeedbackDelayNetwork LeftFDN;
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FFeedbackDelayNetwork RightFDN;
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FIntegerDelay LeftPreDelay;
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FIntegerDelay RightPreDelay;
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FBufferOnePoleLPF LeftInputLPF;
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FBufferOnePoleLPF RightInputLPF;
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};
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}
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