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5db685f97d
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds [CL 26082269 by henrik karlsson in ue5-main branch]
290 lines
14 KiB
C++
290 lines
14 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Misc/CoreMiscDefines.h"
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#include "DSP/BufferVectorOperations.h"
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#include "DSP/Dsp.h"
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#include "DSP/FFTAlgorithm.h"
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namespace Audio
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{
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// Types of spectrums which can be directly derived from FFTFreqDomainData
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enum class ESpectrumType : uint8
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{
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MagnitudeSpectrum,
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PowerSpectrum
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};
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namespace FFTIntrinsics
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{
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SIGNALPROCESSING_API uint32 NextPowerOf2(uint32 Input);
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}
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enum class EWindowType : uint8
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{
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None, // No window is applied. Technically a boxcar window.
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Hamming, // Mainlobe width of -3 dB and sidelove attenuation of ~-40 dB. Good for COLA.
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Hann, // Mainlobe width of -3 dB and sidelobe attenuation of ~-30dB. Good for COLA.
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Blackman // Mainlobe width of -3 dB and sidelobe attenuation of ~-60db. Tricky for COLA.
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};
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// Utility functions for generating different types of windows. Called in FWindow::Generate.
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SIGNALPROCESSING_API void GenerateHammingWindow(float* WindowBuffer, int32 NumFrames, int32 NumChannels, bool bIsPeriodic);
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SIGNALPROCESSING_API void GenerateHannWindow(float* WindowBuffer, int32 NumFrames, int32 NumChannels, bool bIsPeriodic);
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SIGNALPROCESSING_API void GenerateBlackmanWindow(float* WindowBuffer, int32 NumFrames, int32 NumChannels, bool bIsPeriodic);
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// Returns the hop size in samples necessary to maintain constant overlap add.
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// For more information on COLA, see the following page:
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// https://ccrma.stanford.edu/~jos/sasp/Overlap_Add_OLA_STFT_Processing.html
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SIGNALPROCESSING_API uint32 GetCOLAHopSizeForWindow(EWindowType InType, uint32 WindowLength);
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/**
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* Class used to generate, contain and apply a DSP window of a given type.
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*/
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class FWindow
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{
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public:
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FWindow() = delete;
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/**
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* Constructor. Allocates buffer and generates window inside of it.
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* @param InType: The type of window that should be generated.
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* @param InNumFrames: The number of samples that should be generated divided by the number of channels.
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* @param InNumChannels: The amount of channels that will be used in the signal this is applied to.
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* @param bIsPeriodic: If false, the window will be symmetrical. If true, the window will be periodic.
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* Generally, set this to false if using this window with an STFT, but use true
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* if this window will be used on an entire, self-contained signal.
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*/
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SIGNALPROCESSING_API FWindow(EWindowType InType, int32 InNumFrames, int32 InNumChannels, bool bIsPeriodic);
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// Apply this window to InBuffer, which is expected to be an interleaved buffer with the same amount of frames
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// and channels this window was constructed with.
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SIGNALPROCESSING_API void ApplyToBuffer(float* InBuffer);
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SIGNALPROCESSING_API EWindowType GetWindowType() const;
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private:
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EWindowType WindowType;
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FAlignedFloatBuffer WindowBuffer;
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int32 NumSamples;
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// Generate the window. Called on constructor.
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SIGNALPROCESSING_API void Generate(int32 NumFrames, int32 NumChannels, bool bIsPeriodic);
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};
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struct FFTTimeDomainData_DEPRECATED
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{
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float* Buffer; // Pointer to a single channel of floats.
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int32 NumSamples; // Number of samples in InBuffer divided by the number of channels. must be a power of 2.
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};
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/** AudioFFT Deprecation
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*
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* The AudioFFT is deprecated in favor of optimized software implementations
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* and hardware implementations. The FFT implemenented in "PerformFFT(...)"
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* has poor CPU performance as it computes the FFT radix weights each time
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* "PerformFFT(...)" is executed.
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*
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* Better optimized and hardward FFT implementations can be accessed through the
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* FFFTFactory class in FFTAlgorithm.h. That class will attempt to return the
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* best FFT algorithm implementation available for the given FFFTSettings.
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*/
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struct UE_DEPRECATED(5.1, "Use IFFTAlgorithm and TArray for time domain data") FFTTimeDomainData;
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struct FFTTimeDomainData : FFTTimeDomainData_DEPRECATED
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{
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FFTTimeDomainData() = default;
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FFTTimeDomainData(float* InBuffer, int32 InNumSamples)
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{
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Buffer = InBuffer;
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NumSamples = InNumSamples;
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}
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};
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struct FFTFreqDomainData_DEPRECATED
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{
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// arrays in which real and imaginary values will be populated.
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float* OutReal; // Should point to an already allocated array of floats that is FFTInputParams::NumSamples long.
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float* OutImag; // Should point to an already allocated array of floats that is FFTInputParams::NumSamples long.
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};
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struct UE_DEPRECATED(5.1, "Use IFFTAlgorithm and TArray for time freq domain data") FFTFreqDomainData;
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struct FFTFreqDomainData : FFTFreqDomainData_DEPRECATED
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{
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FFTFreqDomainData() = default;
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FFTFreqDomainData(float* Real, float* Imag)
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{
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OutReal = Real;
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OutImag = Imag;
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}
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};
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// Performs a one-time FFT on a float buffer. Does not support complex signals.
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// This function assumes that, if you desire a window for your FFT, that window was already
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// applied to FFTInputParams.InBuffer.
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UE_DEPRECATED(5.1, "Use FVectorFFTRealToComplex or FFFTFactory instead.")
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SIGNALPROCESSING_API void PerformFFT(const FFTTimeDomainData_DEPRECATED& InputParams, FFTFreqDomainData_DEPRECATED& OutputParams);
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UE_DEPRECATED(5.1, "Use FVectorFFTRealToComplex or FFFTFactory instead.")
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SIGNALPROCESSING_API void PerformIFFT(FFTFreqDomainData_DEPRECATED& InputParams, FFTTimeDomainData_DEPRECATED& OutputParams);
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// FFT Algorithm factory for this FFT implementation
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class UE_DEPRECATED(5.1, "Use FVectorFFTFactory instead.") FAudioFFTAlgorithmFactory;
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class FAudioFFTAlgorithmFactory : public IFFTAlgorithmFactory
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{
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public:
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SIGNALPROCESSING_API virtual ~FAudioFFTAlgorithmFactory();
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// Name of this fft algorithm factory.
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SIGNALPROCESSING_API virtual FName GetFactoryName() const override;
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// If true, this implementation uses hardware acceleration.
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SIGNALPROCESSING_API virtual bool IsHardwareAccelerated() const override;
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// If true, this implementation requires input and output arrays to be 128 bit aligned.
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SIGNALPROCESSING_API virtual bool Expects128BitAlignedArrays() const override;
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// Returns true if the input settings are supported by this factory.
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SIGNALPROCESSING_API virtual bool AreFFTSettingsSupported(const FFFTSettings& InSettings) const override;
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// Create a new FFT algorithm.
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SIGNALPROCESSING_API virtual TUniquePtr<IFFTAlgorithm> NewFFTAlgorithm(const FFFTSettings& InSettings) override;
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};
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struct FrequencyBuffer
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{
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FAlignedFloatBuffer Real;
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FAlignedFloatBuffer Imag;
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void InitZeroed(int32 Num)
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{
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Real.Reset();
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Real.AddZeroed(Num);
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Imag.Reset();
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Imag.AddZeroed(Num);
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}
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void CopyFrom(const float* InReal, const float* InImag, int32 Num)
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{
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check(Num == Real.Num() && Num == Imag.Num());
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FMemory::Memcpy(Real.GetData(), InReal, Num * sizeof(float));
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FMemory::Memcpy(Imag.GetData(), InImag, Num * sizeof(float));
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}
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void CopyFrom(const FrequencyBuffer& Other)
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{
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check(Other.Real.Num() == Real.Num() && Other.Imag.Num() == Imag.Num());
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FMemory::Memcpy(Real.GetData(), Other.Real.GetData(), Other.Real.Num() * sizeof(float));
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FMemory::Memcpy(Imag.GetData(), Other.Imag.GetData(), Other.Imag.Num() * sizeof(float));
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}
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};
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// Performs an acyclic FFT correlation on FirstBuffer and Second buffer and stores the output in OutCorrelation.
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// If bCyclic is false, This function may zero pad FirstBuffer and Second Buffer as needed.
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// If bCyclic is true, FirstBuffer and SecondBuffer should have the same length, and that length should be a power of two.
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UE_DEPRECATED(5.1, "Cross correlate is no longer supported.")
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SIGNALPROCESSING_API void CrossCorrelate(FAlignedFloatBuffer& FirstBuffer, FAlignedFloatBuffer& SecondBuffer, FAlignedFloatBuffer& OutCorrelation, bool bZeroPad = true);
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UE_DEPRECATED(5.1, "Cross correlate is no longer supported.")
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SIGNALPROCESSING_API void CrossCorrelate(FAlignedFloatBuffer& FirstBuffer, FAlignedFloatBuffer& SecondBuffer, FrequencyBuffer& OutCorrelation, bool bZeroPad = true);
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UE_DEPRECATED(5.1, "Cross correlate is no longer supported.")
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SIGNALPROCESSING_API void CrossCorrelate(const float* FirstBuffer, const float* SecondBuffer, int32 NumSamples, int32 FFTSize, float* OutCorrelation, int32 OutCorrelationSamples);
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UE_DEPRECATED(5.1, "Cross correlate is no longer supported.")
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SIGNALPROCESSING_API void CrossCorrelate(const float* FirstBuffer, const float* SecondBuffer, int32 NumSamples, int32 FFTSize, FrequencyBuffer& OutCorrelation);
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// These variations do not allocate any additional memory during the function, provided that the FrequencyBuffers are already allocated.
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UE_DEPRECATED(5.1, "Cross correlate is no longer supported.")
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SIGNALPROCESSING_API void CrossCorrelate(const float* FirstBuffer, const float* SecondBuffer, int32 NumSamples, int32 FFTSize, FrequencyBuffer& FirstBufferFrequencies, FrequencyBuffer& SecondBufferFrequencies, FrequencyBuffer& OutCorrelation);
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UE_DEPRECATED(5.1, "Cross correlate is no longer supported.")
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SIGNALPROCESSING_API void CrossCorrelate(FrequencyBuffer& FirstBufferFrequencies, FrequencyBuffer& SecondBufferFrequencies, int32 NumSamples, FrequencyBuffer& OutCorrelation);
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// Deprecated in 5.1
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class FFFTConvolver_DEPRECATED
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{
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public:
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SIGNALPROCESSING_API FFFTConvolver_DEPRECATED();
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/*
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* Applies the convolver's internal window to InputAudio. Until SetWindow is called, ProcessAudio will not affect InputAudio.
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* InputAudio must be a power of two.
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*/
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SIGNALPROCESSING_API void ProcessAudio(float* InputAudio, int32 NumSamples);
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/**
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* Resets the filter window. NOT thread safe to call during ProcessAudio.
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* This function can be called with a time domain impulse response, or precomputed frequency values.
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* FilterSize must be a power of two.
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*/
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SIGNALPROCESSING_API void SetFilter(const float* InFilterReal, const float* InFilterImag, int32 FilterSize, int32 FFTSize);
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SIGNALPROCESSING_API void SetFilter(const FrequencyBuffer& InFilterFrequencies, int32 FilterSize);
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SIGNALPROCESSING_API void SetFilter(const float* TimeDomainBuffer, int32 FilterSize);
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SIGNALPROCESSING_API void SetFilter(const FAlignedFloatBuffer& TimeDomainBuffer);
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private:
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void ConvolveBlock(float* InputAudio, int32 NumSamples);
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void SumInCOLABuffer(float* InputAudio, int32 NumSamples);
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void SetCOLABuffer(float* InAudio, int32 NumSamples);
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FrequencyBuffer FilterFrequencies;
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FrequencyBuffer InputFrequencies;
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int32 BlockSize;
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FAlignedFloatBuffer TimeDomainInputBuffer;
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FAlignedFloatBuffer COLABuffer;
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};
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class UE_DEPRECATED(5.1, "Use FConvolutionFactory or UniformPartitionConvolutionFactory.") FFFTConvolver : public FFFTConvolver_DEPRECATED
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{
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};
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// Computes the power spectrum from FFTFreqDomainData. Applies a 1/(FFTSize^2) scaling to the output to
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// maintain equal energy between original time domain data and output spectrum. Only the first
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// (FFTSize / 2 + 1) spectrum values are calculated. These represent the frequencies from 0 to Nyquist.
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//
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// InFrequencyData is the input frequency domain data. Generally this is created by calling PerformFFT(...)
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// FFTSize is the number of samples used when originally calculating the FFT
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// OutBuffer is an aligned buffer which will contain spectrum data. It will constain (FFTSize / 2 + 1) elements.
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UE_DEPRECATED(5.1, "Use equivalent methods in FloatArrayMath.h")
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SIGNALPROCESSING_API void ComputePowerSpectrum(const FFTFreqDomainData_DEPRECATED& InFrequencyData, int32 FFTSize, FAlignedFloatBuffer& OutBuffer);
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// Computes the magnitude spectrum from FFTFreqDomainData. Applies a 1/FFTSize scaling to the output to
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// maintain equal energy between original time domain data and output spectrum. Only the first
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// (FFTSize / 2 + 1) spectrum values are calculated. These represent the frequencies from 0 to Nyquist.
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//
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// InFrequencyData is the input frequency domain data. Generally this is created by calling PerformFFT(...)
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// FFTSize is the number of samples used when originally calculating the FFT
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// OutBuffer is an aligned buffer which will contain spectrum data. It will constain (FFTSize / 2 + 1) elements.
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UE_DEPRECATED(5.1, "Use equivalent methods in FloatArrayMath.h")
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SIGNALPROCESSING_API void ComputeMagnitudeSpectrum(const FFTFreqDomainData_DEPRECATED& InFrequencyData, int32 FFTSize, FAlignedFloatBuffer& OutBuffer);
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// Computes the spectrum from FFTFreqDomainData. Applies a scaling to the output to maintain equal
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// energy between original time domain data and output spectrum. Only the first (FFTSize / 2 + 1)
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// spectrum values are calculated. These represent the frequencies from 0 to Nyquist.
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//
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// InSpectrumType denotes which spectrum type to calculate.
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// InFrequencyData is the input frequency domain data. Generally this is created by calling PerformFFT(...)
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// FFTSize is the number of samples used when originally calculating the FFT
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// OutBuffer is an aligned buffer which will contain spectrum data. It will constain (FFTSize / 2 + 1) elements.
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UE_DEPRECATED(5.1, "Use equivalent methods in FloatArrayMath.h")
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SIGNALPROCESSING_API void ComputeSpectrum(ESpectrumType InSpectrumType, const FFTFreqDomainData_DEPRECATED& InFrequencyData, int32 FFTSize, FAlignedFloatBuffer& OutBuffer);
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// Return the ceiling of the log2 of InNum
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SIGNALPROCESSING_API int32 CeilLog2(int32 InNum);
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// Return the scaling factor needed to apply to a power spectrum given a current
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// and target FFT scaling.
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SIGNALPROCESSING_API float GetPowerSpectrumScaling(int32 FFTSize, EFFTScaling InCurrentScaling, EFFTScaling InTargetScaling);
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// Scale the power spectrum to remove any scaling introduced by the FFT algorithm
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// implementation.
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SIGNALPROCESSING_API void ScalePowerSpectrumInPlace(int32 FFTSize, EFFTScaling InCurrentScaling, EFFTScaling InTargetScaling, TArrayView<float> InPowerSpectrum);
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}
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