Files
UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/EnvelopeFollower.cpp
alfaroh corneyiii fa0b15da05 Add Peak Mode input and Audio-rate output to Envelope Follower Node in Metasounds
#jira UEAU-840
#rb aaron.mcleran

[CL 17255064 by alfaroh corneyiii in ue5-main branch]
2021-08-20 18:35:34 -04:00

225 lines
6.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/EnvelopeFollower.h"
#include "DSP/Dsp.h"
#include "DSP/BufferVectorOperations.h"
namespace Audio
{
// see https://en.wikipedia.org/wiki/RC_time_constant
// Time constants indicate how quickly the envelope follower responds to changes in input
static const float AnalogTImeConstant = 1.00239343f;
static const float DigitalTimeConstant = 4.60517019f;
FEnvelopeFollower::FEnvelopeFollower()
: EnvMode(EPeakMode::Peak)
, MeanWindowSize(DefaultWindowSize)
, MeanHopSize(DefaultHopSize)
, SampleRate(44100.0f)
, AttackTimeMsec(0.0f)
, AttackTimeSamples(0.0f)
, ReleaseTimeMsec(0.0f)
, ReleaseTimeSamples(0.0f)
, CurrentEnvelopeValue(0.0f)
, bIsAnalog(true)
{
}
FEnvelopeFollower::FEnvelopeFollower(const float InSampleRate,
const float InAttackTimeMsec,
const float InReleaseTimeMSec,
const EPeakMode::Type InMode,
const bool bInIsAnalog,
const int32 InWindowSizeForMean,
const int32 InHopSizeForMean)
{
Init(InSampleRate, InAttackTimeMsec, InReleaseTimeMSec, InMode, bInIsAnalog, InWindowSizeForMean, InHopSizeForMean);
}
FEnvelopeFollower::~FEnvelopeFollower()
{
}
void FEnvelopeFollower::Init(const float InSampleRate,
const float InAttackTimeMsec,
const float InReleaseTimeMSec,
const EPeakMode::Type InMode,
const bool bInIsAnalog,
const int32 InWindowSizeForMean,
const int32 InHopSizeForMean)
{
check(InWindowSizeForMean > 0);
check(InHopSizeForMean > 0);
check(InWindowSizeForMean > InHopSizeForMean);
SampleRate = InSampleRate;
bIsAnalog = bInIsAnalog;
EnvMode = InMode;
MeanWindowSize = InWindowSizeForMean;
MeanHopSize = InHopSizeForMean;
// Set the attack and release times using the default values
SetAttackTime(InAttackTimeMsec);
SetReleaseTime(InReleaseTimeMSec);
ScratchBuffer.SetNum(InWindowSizeForMean);
}
void FEnvelopeFollower::Reset()
{
CurrentEnvelopeValue = 0.0f;
}
void FEnvelopeFollower::SetAnalog(const bool bInIsAnalog)
{
bIsAnalog = bInIsAnalog;
SetAttackTime(AttackTimeMsec);
SetReleaseTime(ReleaseTimeMsec);
}
void FEnvelopeFollower::SetAttackTime(const float InAttackTimeMsec)
{
AttackTimeMsec = InAttackTimeMsec;
const float TimeConstant = bIsAnalog ? AnalogTImeConstant : DigitalTimeConstant;
AttackTimeSamples = FMath::Exp(-1000.0f * TimeConstant / (AttackTimeMsec * SampleRate));
}
void FEnvelopeFollower::SetReleaseTime(const float InReleaseTimeMsec)
{
ReleaseTimeMsec = InReleaseTimeMsec;
const float TimeConstant = bIsAnalog ? AnalogTImeConstant : DigitalTimeConstant;
ReleaseTimeSamples = FMath::Exp(-1000.0f * TimeConstant / (InReleaseTimeMsec * SampleRate));
}
void FEnvelopeFollower::SetMode(const EPeakMode::Type InMode)
{
EnvMode = InMode;
}
float FEnvelopeFollower::ProcessAudio(const float InAudioSample)
{
ProcessAudio(&InAudioSample, 1);
// Update and return the envelope value
return CurrentEnvelopeValue;
}
float FEnvelopeFollower::ProcessAudio(const float* InAudioBuffer, int32 InNumSamples)
{
// MS/RMS
if (EnvMode == EPeakMode::MeanSquared || EnvMode == EPeakMode::RootMeanSquared)
{
TCircularAudioBuffer<float> SumBuffer(MeanWindowSize);
int32 SampleIndex = 0;
// This loop iterates per-window, not per-sample
while (SampleIndex < InNumSamples)
{
// Get a new Window
const int32 SamplesToCopy = MeanHopSize < (InNumSamples - SampleIndex) ? MeanHopSize : (InNumSamples - SampleIndex);
SumBuffer.Push(InAudioBuffer + SampleIndex, SamplesToCopy);
float* CurrentWindow = ScratchBuffer.GetData();
SumBuffer.Pop(CurrentWindow, SamplesToCopy);
// Calculate MS/RMS
float CurrentMean;
ArrayMeanSquared(TArrayView<float>(CurrentWindow, SamplesToCopy), CurrentMean);
if (EnvMode == EPeakMode::RootMeanSquared)
{
CurrentMean = FMath::Sqrt(CurrentMean);
}
// Use MS/RMS to drive envelope following
for (int i = 0; i < SamplesToCopy; ++i)
{
ProcessAudioNonClamped(CurrentMean);
}
SampleIndex += SamplesToCopy;
}
}
// Peak mode
else
{
for (int32 SampleIndex = 0; SampleIndex < InNumSamples; ++SampleIndex)
{
ProcessAudioNonClamped(FMath::Abs(InAudioBuffer[SampleIndex]));
}
}
return CurrentEnvelopeValue = FMath::Clamp(CurrentEnvelopeValue, 0.0f, 1.0f);
}
float FEnvelopeFollower::ProcessAudio(const float* InAudioBuffer, float* OutAudioBuffer, int32 InNumSamples)
{
// MS/RMS
if (EnvMode == EPeakMode::MeanSquared || EnvMode == EPeakMode::RootMeanSquared)
{
TCircularAudioBuffer<float> SumBuffer(MeanWindowSize);
int32 SampleIndex = 0;
// This loop iterates per-window, not per-sample
while (SampleIndex < InNumSamples)
{
// Get a new Window
const int32 SamplesToCopy = MeanHopSize < (InNumSamples - SampleIndex) ? MeanHopSize : (InNumSamples - SampleIndex);
SumBuffer.Push(InAudioBuffer + SampleIndex, SamplesToCopy);
float* CurrentWindow = ScratchBuffer.GetData();
SumBuffer.Pop(CurrentWindow, MeanWindowSize);
// Calculate MS/RMS
float CurrentMean;
ArrayMeanSquared(TArrayView<float>(CurrentWindow, SamplesToCopy), CurrentMean);
if (EnvMode == EPeakMode::RootMeanSquared)
{
CurrentMean = FMath::Sqrt(CurrentMean);
}
// Use MS/RMS to drive envelope following
for (int i = 0; i < SamplesToCopy; ++i)
{
OutAudioBuffer[SampleIndex + i] = ProcessAudioNonClamped(CurrentMean);
}
SampleIndex += SamplesToCopy;
}
}
// Peak
else
{
for (int32 SampleIndex = 0; SampleIndex < InNumSamples; ++SampleIndex)
{
OutAudioBuffer[SampleIndex] = ProcessAudioNonClamped(FMath::Abs(InAudioBuffer[SampleIndex]));
}
}
Audio::BufferRangeClampFast(OutAudioBuffer, InNumSamples, 0.0f, 1.0f);
return CurrentEnvelopeValue;
}
float FEnvelopeFollower::ProcessAudioNonClamped(const float InAudioSample)
{
float TimeSamples = (InAudioSample > CurrentEnvelopeValue) ? AttackTimeSamples : ReleaseTimeSamples;
float NewEnvelopeValue = TimeSamples * (CurrentEnvelopeValue - InAudioSample) + InAudioSample;
NewEnvelopeValue = Audio::UnderflowClamp(NewEnvelopeValue);
// Update and return the envelope value
return CurrentEnvelopeValue = NewEnvelopeValue;
}
int16 FEnvelopeFollower::ProcessAudio(const int16 InAudioSample)
{
// Convert to float
float SampleValueFloat = (float)InAudioSample / 32767.0f;
// Process it
float Result = ProcessAudio(SampleValueFloat);
// Convert back to int16
return (int16)(Result * 32767.0f);
}
float FEnvelopeFollower::GetCurrentValue() const
{
return CurrentEnvelopeValue;
}
}