Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/AudioDebuggingUtilities.h
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

42 lines
1006 B
C

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/ScopeLock.h"
#include "BufferVectorOperations.h"
#define USE_AUDIO_DEBUGGING UE_BUILD_DEBUG
void BreakWhenAudible(float* InBuffer, int32 NumSamples)
{
static const float AudibilityThreshold = Audio::ConvertToLinear(-40.0f);
float BufferAmplitude = Audio::GetAverageAmplitude(InBuffer, NumSamples);
if (BufferAmplitude > AudibilityThreshold)
{
PLATFORM_BREAK();
}
}
void BreakWhenTooLoud(float* InBuffer, int32 NumSamples)
{
static const float PainThreshold = Audio::ConvertToLinear(3.0f);
float BufferAmplitude = Audio::GetAverageAmplitude(InBuffer, NumSamples);
if (BufferAmplitude > PainThreshold)
{
PLATFORM_BREAK();
}
}
#if USE_AUDIO_DEBUGGING
#define BREAK_WHEN_AUDIBLE(Ptr, Num) BreakWhenAudible(Ptr, Num);
#define BREAK_WHEN_TOO_LOUD(Ptr, Num) BreakWhenTooLoud(Ptr, Num);
#else
#define BREAK_WHEN_AUDIBLE(Ptr, Num)
#define BREAK_WHEN_TOO_LOUD(Ptr, Num)
#endif