Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Public/DSP/EarlyReflectionsFast.h
Rob Gay 7a7793e767 Deprecate more AlignedFloatBuffer callsites and use FAlignedFloatBuffer
#rb trivial
#rnx
#preflight 60918ea390631e0001d41516

[CL 16198391 by Rob Gay in ue5-main branch]
2021-05-04 16:05:46 -04:00

101 lines
2.9 KiB
C++

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