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#rb Ethan.Geller Aaron.McLeran Jimmy.Smith Rob.Gay #jira UEAU-262 #ROBOMERGE-SOURCE: CL 9318374 #ROBOMERGE-BOT: (v455-9298202) [CL 9374978 by phil popp in Main branch]
339 lines
8.7 KiB
C++
339 lines
8.7 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "DSP/FloatArrayMath.h"
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#include "CoreMinimal.h"
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namespace
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{
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const float LOGE10 = FMath::Loge(10.f);
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}
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namespace Audio
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{
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void ArrayCumulativeSum(TArrayView<const float> InView, TArray<float>& OutData)
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{
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// Initialize output data
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int32 Num = InView.Num();
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OutData.Reset();
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OutData.AddUninitialized(Num);
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if (Num < 1)
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{
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return;
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}
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float* OutDataPtr = OutData.GetData();
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const float* InViewPtr = InView.GetData();
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// Start summing
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*OutDataPtr = *InViewPtr++;
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for (int32 i = 1; i < Num; i++)
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{
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float Temp = *OutDataPtr++ + *InViewPtr++;
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*OutDataPtr = Temp;
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}
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}
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void ArrayMeanFilter(TArrayView<const float> InView, int32 WindowSize, int32 WindowOrigin, TArray<float>& OutData)
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{
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// a quick but sinful implementation of a mean filter. encourages floating point rounding errors.
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check(WindowOrigin < WindowSize);
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check(WindowOrigin >= 0);
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check(WindowSize > 0);
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// Initialize output data
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const int32 Num = InView.Num();
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OutData.Reset();
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OutData.AddUninitialized(Num);
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if (Num < 1)
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{
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return;
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}
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// Use cumulative sum to avoid multiple summations
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// Instead of summing over InView[StartIndex:EndIndex], avoid all that
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// calculation by taking difference of cumulative sum at those two points:
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// cumsum(X[0:b]) - cumsum(X[0:a]) = sum(X[a:b])
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TArray<float> SummedData;
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ArrayCumulativeSum(InView, SummedData);
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const float LastSummedData = SummedData.Last();
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const int32 LastIndexBeforeEndBoundaryCondition = FMath::Max(WindowOrigin + 1, Num - WindowSize + WindowOrigin + 1);
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const int32 StartOffset = -WindowOrigin - 1;
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const int32 EndOffset = WindowSize - WindowOrigin - 1;
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const int32 WindowTail = WindowSize - WindowOrigin;
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float* OutDataPtr = OutData.GetData();
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const float* SummedDataPtr = SummedData.GetData();
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if ((WindowSize - WindowOrigin) < Num)
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{
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// Handle boundary condition where analysis window precedes beginning of array.
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for (int32 i = 0; i < (WindowOrigin + 1); i++)
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{
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OutDataPtr[i] = SummedDataPtr[i + EndOffset] / FMath::Max(1.f, static_cast<float>(WindowTail + i));
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}
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// No boundary conditions to handle here.
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const float MeanDivisor = static_cast<float>(WindowSize);
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for (int32 i = WindowOrigin + 1; i < LastIndexBeforeEndBoundaryCondition; i++)
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{
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OutDataPtr[i] = (SummedDataPtr[i + EndOffset] - SummedDataPtr[i + StartOffset]) / MeanDivisor;
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}
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}
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else
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{
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// Handle boundary condition where window precedes beginning and goes past end of array
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const float ArrayMean = LastSummedData / static_cast<float>(Num);
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for (int32 i = 0; i < LastIndexBeforeEndBoundaryCondition; i++)
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{
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OutDataPtr[i] = ArrayMean;
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}
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}
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// Handle boundary condition where analysis window goes past end of array.
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for (int32 i = LastIndexBeforeEndBoundaryCondition; i < Num; i++)
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{
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OutDataPtr[i] = (LastSummedData - SummedDataPtr[i + StartOffset]) / static_cast<float>(Num - i + WindowOrigin);
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}
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}
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void ArrayMaxFilter(TArrayView<const float> InView, int32 WindowSize, int32 WindowOrigin, TArray<float>& OutData)
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{
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// A reasonable implementation of a max filter for the data we're interested in, though surely not the fastest.
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check(WindowOrigin < WindowSize);
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check(WindowOrigin >= 0);
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check(WindowSize > 0);
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int32 StartIndex = -WindowOrigin;
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int32 EndIndex = StartIndex + WindowSize;
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// Initialize output
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int32 Num = InView.Num();
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OutData.Reset();
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OutData.AddUninitialized(Num);
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if (Num < 1)
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{
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return;
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}
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// Get max in first window
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int32 ActualStartIndex = 0;
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int32 ActualEndIndex = FMath::Min(EndIndex, Num);
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const float* InViewPtr = InView.GetData();
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float* OutDataPtr = OutData.GetData();
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int32 MaxIndex = 0;
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float MaxValue = InView[0];
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for (int32 i = ActualStartIndex; i < ActualEndIndex; i++)
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{
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if (InViewPtr[i] > MaxValue)
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{
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MaxValue = InViewPtr[i];
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MaxIndex = i;
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}
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}
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OutDataPtr[0] = MaxValue;
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StartIndex++;
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EndIndex++;
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// Get max in remaining windows
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for (int32 i = 1; i < Num; i++)
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{
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ActualStartIndex = FMath::Max(StartIndex, 0);
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ActualEndIndex = FMath::Min(EndIndex, Num);
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if (MaxIndex < StartIndex)
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{
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// We need to evaluate the entire window because the previous maximum value was not in this window.
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MaxIndex = ActualStartIndex;
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MaxValue = InViewPtr[MaxIndex];
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for (int32 j = ActualStartIndex + 1; j < ActualEndIndex; j++)
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{
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if (InViewPtr[j] > MaxValue)
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{
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MaxIndex = j;
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MaxValue = InViewPtr[MaxIndex];
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}
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}
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}
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else
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{
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// We only need to inspect the newest sample because the previous maximum value was in this window.
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if (InViewPtr[ActualEndIndex - 1] > MaxValue)
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{
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MaxIndex = ActualEndIndex - 1;
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MaxValue = InViewPtr[MaxIndex];
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}
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}
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OutDataPtr[i] = MaxValue;
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StartIndex++;
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EndIndex++;
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}
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}
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void ArrayGetEuclideanNorm(TArrayView<const float> InView, float& OutEuclideanNorm)
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{
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// Initialize output.
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OutEuclideanNorm = 0.0f;
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const int32 Num = InView.Num();
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const float* InViewData = InView.GetData();
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// Sum it up.
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for (int32 i = 0; i < Num; i++)
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{
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OutEuclideanNorm += InViewData[i] * InViewData[i];
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}
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OutEuclideanNorm = FMath::Sqrt(OutEuclideanNorm);
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}
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void ArrayClampInPlace(TArrayView<float> InView, float InMin, float InMax)
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{
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const int32 Num = InView.Num();
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float* Data = InView.GetData();
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for (int32 i = 0; i < Num; i++)
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{
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Data[i] = FMath::Clamp(Data[i], InMin, InMax);
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}
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}
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void ArrayMultiplyByConstantInPlace(TArrayView<float> InView, float InMultiplier)
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{
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const int32 Num = InView.Num();
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float* InViewData = InView.GetData();
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for (int32 i = 0; i < Num; i++)
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{
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InViewData[i] *= InMultiplier;
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}
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}
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void ArraySubtractByConstantInPlace(TArrayView<float> InView, float InSubtrahend)
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{
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const int32 Num = InView.Num();
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float* InViewData = InView.GetData();
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for (int32 i = 0; i < Num; i++)
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{
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InViewData[i] -= InSubtrahend;
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}
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}
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void ArrayMagnitudeToDecibelInPlace(TArrayView<float> InView)
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{
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const int32 Num = InView.Num();
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float* InViewData = InView.GetData();
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for (int32 i = 0; i < Num; i++)
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{
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InViewData[i] = 20.f * FMath::Loge(InViewData[i]) / LOGE10;
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}
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}
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void ArrayPowerToDecibelInPlace(TArrayView<float> InView)
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{
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const int32 Num = InView.Num();
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float* InViewData = InView.GetData();
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for (int32 i = 0; i < Num; i++)
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{
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InViewData[i] = 10.f * FMath::Loge(InViewData[i]) / LOGE10;
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}
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}
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FContiguousSparse2DKernelTransform::FContiguousSparse2DKernelTransform(const int32 NumInElements, const int32 NumOutElements)
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: NumIn(NumInElements)
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, NumOut(NumOutElements)
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{
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check(NumIn >= 0);
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check(NumOut >= 0)
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FRow EmptyRow;
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EmptyRow.StartIndex = 0;
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// Fill up the kernel with emptp rows
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Kernel.Init(EmptyRow, NumOut);
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}
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int32 FContiguousSparse2DKernelTransform::GetNumInElements() const
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{
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return NumIn;
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}
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int32 FContiguousSparse2DKernelTransform::GetNumOutElements() const
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{
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return NumOut;
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}
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void FContiguousSparse2DKernelTransform::SetRow(const int32 RowIndex, const int32 StartIndex, TArrayView<const float> OffsetValues)
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{
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check((StartIndex + OffsetValues.Num()) <= NumIn);
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// Copy row data internally
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Kernel[RowIndex].StartIndex = StartIndex;
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Kernel[RowIndex].OffsetValues = TArray<float>(OffsetValues.GetData(), OffsetValues.Num());
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}
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void FContiguousSparse2DKernelTransform::TransformArray(TArrayView<const float> InView, TArray<float>& OutArray) const
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{
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check(InView.Num() == NumIn);
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// Resize output
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OutArray.Reset(NumOut);
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if (NumOut > 0)
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{
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OutArray.AddUninitialized(NumOut);
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}
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TransformArray(InView.GetData(), OutArray.GetData());
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}
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void FContiguousSparse2DKernelTransform::TransformArray(TArrayView<const float> InView, AlignedFloatBuffer& OutArray) const
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{
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check(InView.Num() == NumIn);
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// Resize output
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OutArray.Reset(NumOut);
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if (NumOut > 0)
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{
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OutArray.AddUninitialized(NumOut);
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}
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TransformArray(InView.GetData(), OutArray.GetData());
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}
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void FContiguousSparse2DKernelTransform::TransformArray(const float* InArray, float* OutArray) const
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{
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check(nullptr != InArray);
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check(nullptr != OutArray);
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// Initialize output
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FMemory::Memset(OutArray, 0, sizeof(float) * NumOut);
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// Apply kernel one row at a time
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const FRow* KernelData = Kernel.GetData();
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for (int32 RowIndex = 0; RowIndex < Kernel.Num(); RowIndex++)
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{
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const FRow& Row = KernelData[RowIndex];
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// Get offset pointer into input array.
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const float* OffsetInData = &InArray[Row.StartIndex];
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// Get offset pointer of row.
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const float* RowValuePtr = Row.OffsetValues.GetData();
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// dot prod 'em.
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int32 NumToMult = Row.OffsetValues.Num();
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for (int32 i = 0; i < NumToMult; i++)
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{
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OutArray[RowIndex] += OffsetInData[i] * RowValuePtr[i];
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}
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}
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}
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}
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