Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/AudioDebuggingUtilities.h
phil popp 19e92146d9 Intesl ISPC optimizations for Audio
Submitting on behalf of Jeff Rous
#rb phil.popp
#jira UE-141709
#fyi jeff.rous
#preflight 624b22e773665f7d5e84281e

[CL 19611484 by phil popp in ue5-main branch]
2022-04-04 13:09:43 -04:00

44 lines
1.1 KiB
C

// Copyright 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);
TArrayView<const float> InBufferView(InBuffer, NumSamples);
float BufferAmplitude = Audio::ArrayGetAverageAbsValue(InBufferView);
if (BufferAmplitude > AudibilityThreshold)
{
PLATFORM_BREAK();
}
}
void BreakWhenTooLoud(float* InBuffer, int32 NumSamples)
{
static const float PainThreshold = Audio::ConvertToLinear(3.0f);
TArrayView<const float> InBufferView(InBuffer, NumSamples);
float BufferAmplitude = Audio::ArrayGetAverageAbsValue(InBufferView);
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