Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/Noise.cpp
Marc Audy a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00

83 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/Noise.h"
namespace Audio
{
FWhiteNoise::FWhiteNoise(const float InScale, const float InAdd)
{
SetScaleAdd(InScale, InAdd);
}
void FWhiteNoise::SetScaleAdd(const float InScale, const float InAdd)
{
if (Scale == InScale && Add == InAdd)
{
return;
}
Scale = InScale;
Add = InAdd;
RandomStream.Initialize(HashCombine(GetTypeHash(Scale), GetTypeHash(Add)));
}
float FWhiteNoise::Generate()
{
return Add + Scale * RandomStream.FRand() * 2 - 1.0f;
}
FPinkNoise::FPinkNoise(const float InScale, const float InAdd)
{
InitFilter();
Noise.SetScaleAdd(InScale, InAdd);
}
void FPinkNoise::InitFilter()
{
for (int32 i = 0; i < 4; ++i)
{
X[i] = 0.0f;
Y[i] = 0.0f;
}
A[0] = 0.0f;
A[1] = -2.495f;
A[2] = 2.017;
A[3] = -0.522f;
B[0] = 0.041f;
B[1] = -0.96f;
B[2] = 0.051f;
B[3] = -0.004f;
}
/** Sets the output scale and add parameter. */
void FPinkNoise::SetScaleAdd(const float InScale, const float InAdd)
{
Noise.SetScaleAdd(InScale, InAdd);
}
float FPinkNoise::Generate()
{
X[0] = Noise.Generate();
float Output = 0.0f;
for (int32 i = 0; i < 4; ++i)
{
Output += (B[i] * X[i] - A[i] * Y[i]);
}
X[3] = X[2];
X[2] = X[1];
X[1] = X[0];
Y[3] = Y[2];
Y[2] = Y[1];
Y[1] = Y[0];
Y[0] = Output;
return Output;
}
}