Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/FoldbackDistortion.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

63 lines
1.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DSP/Osc.h"
namespace Audio
{
// Foldback distortion effect
// https://en.wikipedia.org/wiki/Foldback_(power_supply_design)
class SIGNALPROCESSING_API FFoldbackDistortion
{
public:
// Constructor
FFoldbackDistortion();
// Destructor
~FFoldbackDistortion();
// Initialize the equalizer
void Init(const float InSampleRate, const int32 InNumChannels);
// Sets the foldback distortion threshold
void SetThresholdDb(const float InThresholdDb);
// Sets the input gain
void SetInputGainDb(const float InInputGainDb);
// Sets the output gain
void SetOutputGainDb(const float InOutputGainDb);
// Processes a single audio sample
float ProcessAudioSample(const float InSample);
// Processes a mono stream
void ProcessAudioFrame(const float* InFrame, float* OutFrame);
// Processes a stereo stream
void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer);
private:
// Threshold to check before folding audio back on itself
float Threshold;
// Threshold times 2
float Threshold2;
// Threshold time 4
float Threshold4;
// Input gain used to force hitting the threshold
float InputGain;
// A final gain scaler to apply to the output
float OutputGain;
// How many channels we expect the audio intput to be.
int32 NumChannels;
};
}