// Copyright Epic Games, Inc. All Rights Reserved. #include "DSP/BufferVectorOperations.h" #include "DSP/FloatArrayMath.h" namespace Audio { /** * CHANNEL MIXING OPERATIONS: * To understand these functions, it's best that you have prior experience reading SIMD code. * These functions are all variations on component-wise matrix multiplies. * There are two types of functions below: * * Apply[N]ChannelGain: * These are all in-place multiplies of an N-length gain vector and an N-length frame. * There are two flavors of every variant of this function: The non-interpolating form (which takes a single gain matrix) * And the interpolating form (which takes a start gain matrix and interpolates to the end gain matrix over the given number of frames). * All non-interpolating forms of these functions use the following steps: * 1. Create a const GainVector, or series of GainVectors, that maps to the multiplies required for each iteration. * 2. In a loop: * i. load a frame or number of frames into a vector register or series of vector registers (these are named Result). * ii. perform a vector multiply on result with the corresponding gain vector. * iii. store the result vector in the same position in the buffer we loaded from. * * The interpolating forms of these functions use the following steps: * 1. Initialize a non-const GainVector, or series of GainVectors, from StartGains, that maps to the multiplies required for each iteration. * 2. Compute the amount we add to GainVector for each iteration to reach Destination Gains and store it in the const GainDeltasVector. * 3. In a loop: * i. load a frame or number of frames into a vector register or series of vector registers (these are named Result). * ii. perform a vector multiply on result with the corresponding gain vector. * iii. store the result vector in the same position in the buffer we loaded from. * iv. increment each GainVector by it's corresponding GainDeltasVector. * * * MixMonoTo[N]ChannelsFast and Mix2ChannelsTo[N]ChannelsFast: * These, like Apply[N]ChannelGain, all have non-interpolating and interpolating forms. * All non-interpolating forms of these functions use the following steps: * 1. Create a const GainVector, or series of GainVectors, that maps to the multiplies required for each input channel for each iteration. * 2. In a loop: * i. load a frame or number of frames into a const vector register or series of const vector registers (these are named Input). * ii. perform a vector multiply on input with the corresponding gain vector and store the result in a new vector or series of vectors named Result. * iii. if there is a second input channel, store the results of the following MultiplyAdd operation to Results: (Gain Vectors for second channel) * (Input vectors for second channel) + (Result vectors from step ii). * * Interpolating forms of these functions use the following steps: * 1. Initialize a non-const GainVector, or series of GainVectors, from StartGains, that maps to the multiplies required for each input channel for each iteration. * 2. Compute the amount we add to each GainVector for each iteration to reach the vector's corresponding DestinationGains and store it in a corresponding GainDeltaVector. * 3. In a loop: * i. load a frame or number of frames into a const vector register or series of const vector registers (these are named Input). * ii. perform a vector multiply on input with the corresponding gain vector and store the result in a new vector or series of vectors named Result. * iii. if there is a second input channel, store the results of the following MultiplyAdd operation to Results: (Gain Vectors for second channel) * (Input vectors for second channel) + (Result vectors from step ii). * iv. increment each GainVector by it's corresponding GainDeltasVector. * * DETERMINING THE VECTOR LAYOUT FOR EACH FUNCTION: * For every variant of Mix[N]ChannelsTo[N]ChannelsFast, we use the least common multiple of the number of output channels and the SIMD vector length (4) to calulate the length of our matrix. * For example, MixMonoTo4ChannelsFast can use a single VectorRegister4Float for each variable. GainVector's values are [g0, g1, g2, g3], input channels are mapped to [i0, i0, i0, i0], and output channels are mapped to [o0, o1, o2, o3]. * MixMonoTo8ChannelsFast has an LCM of 8, so we use two VectorRegister4Float for each variable. This results in the following layout: * GainVector1: [g0, g1, g2, g3] GainVector2: [g4, g5, g6, g7] * InputVector1: [i0, i0, i0, i0] InputVector2: [i0, i0, i0, i0] * ResultVector1: [o0, o1, o2, o3] ResultVector2: [o4, o5, o6, o7] * * The general naming convention for vector variables is [Name]Vector[VectorIndex] for MixMonoTo[N]ChannelsFast functions. * For Mix2ChannelsTo[N]ChannelsFast functions, the naming convention for vector variables is [Name]Vector[VectorIndex][InputChannelIndex]. * * For clarity, the layout of vectors for each function variant is given in a block comment above that function. */ void Apply2ChannelGain(FAlignedFloatBuffer& StereoBuffer, const float* RESTRICT Gains) { Apply2ChannelGain(StereoBuffer.GetData(), StereoBuffer.Num(), Gains); } void Apply2ChannelGain(float* RESTRICT StereoBuffer, int32 NumSamples, const float* RESTRICT Gains) { const VectorRegister4Float GainVector = VectorLoadFloat2(Gains); for (int32 i = 0; i < NumSamples; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER) { VectorRegister4Float Result = VectorLoad(&StereoBuffer[i]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &StereoBuffer[i]); } } void Apply2ChannelGain(FAlignedFloatBuffer& StereoBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Apply2ChannelGain(StereoBuffer.GetData(), StereoBuffer.Num(), StartGains, EndGains); } void Apply2ChannelGain(float* RESTRICT StereoBuffer, int32 NumSamples, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { // Initialize GainVector at StartGains and compute GainDeltasVector: VectorRegister4Float GainVector = VectorLoadFloat2(StartGains); const VectorRegister4Float DestinationVector = VectorLoadFloat2(EndGains); const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumSamples / 4.0f); const VectorRegister4Float GainDeltasVector = VectorDivide(VectorSubtract(DestinationVector, GainVector), NumFramesVector); for (int32 i = 0; i < NumSamples; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER) { VectorRegister4Float Result = VectorLoad(&StereoBuffer[i]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &StereoBuffer[i]); GainVector = VectorAdd(GainVector, GainDeltasVector); } } void MixMonoTo2ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { MixMonoTo2ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 2, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain | g0 | g1 | g0 | g1 | * | | * | * | * | * | * | Input | i0 | i0 | i0 | i0 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void MixMonoTo2ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector = VectorLoadFloat2(Gains); for (int32 i = 0; i < NumFrames; i += 2) { VectorRegister4Float Result = VectorSet(MonoBuffer[i], MonoBuffer[i], MonoBuffer[i + 1], MonoBuffer[i + 1]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &DestinationBuffer[i*2]); } } void MixMonoTo2ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { MixMonoTo2ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 2, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain | g0 | g1 | g0 | g1 | * | | * | * | * | * | * | Input | i0 | i0 | i1 | i1 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void MixMonoTo2ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { // Initialize GainVector at StartGains and compute GainDeltasVector: VectorRegister4Float GainVector = VectorLoadFloat2(StartGains); const VectorRegister4Float DestinationVector = VectorLoadFloat2(EndGains); const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumFrames / 2.0f); const VectorRegister4Float GainDeltasVector = VectorDivide(VectorSubtract(DestinationVector, GainVector), NumFramesVector); // To help with stair stepping, we initialize the second frame in GainVector to be half a GainDeltas vector higher than the first frame. const VectorRegister4Float VectorOfHalf = VectorSet(0.5f, 0.5f, 1.0f, 1.0f); GainVector = VectorMultiplyAdd(GainDeltasVector, VectorOfHalf, GainVector); for (int32 i = 0; i < NumFrames; i += 2) { VectorRegister4Float Result = VectorSet(MonoBuffer[i], MonoBuffer[i], MonoBuffer[i + 1], MonoBuffer[i + 1]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &DestinationBuffer[i*2]); GainVector = VectorAdd(GainVector, GainDeltasVector); } } void MixMonoTo2ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer) { MixMonoTo2ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), MonoBuffer.Num()); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Input | i0 | i0 | i1 | i1 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void MixMonoTo2ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 InNumFrames) { checkf(InNumFrames >= AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER, TEXT("Buffer must have at least %i elements."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); checkf(0 == (InNumFrames % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER), TEXT("Buffer length be a multiple of %i."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); int32 OutPos = 0; for (int32 i = 0; i < InNumFrames; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER) { VectorRegister4Float Input = VectorLoad(&MonoBuffer[i]); VectorRegister4Float Output = VectorSwizzle(Input, 0, 0, 1, 1); VectorStore(Output, &DestinationBuffer[OutPos]); OutPos += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER; Output = VectorSwizzle(Input, 2, 2, 3, 3); VectorStore(Output, &DestinationBuffer[OutPos]); OutPos += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER; } } void Mix2ChannelsTo2ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { Mix2ChannelsTo2ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 2, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain1 | g0 | g1 | g0 | g1 | * | | * | * | * | * | * | Input1 | i0 | i0 | i2 | i2 | * | | + | + | + | + | * | Gain2 | g2 | g3 | g2 | g3 | * | | * | * | * | * | * | Input2 | i1 | i1 | i3 | i3 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void Mix2ChannelsTo2ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector1 = VectorLoadFloat2(Gains); const VectorRegister4Float GainVector2 = VectorLoadFloat2(Gains + 2); for (int32 i = 0; i < NumFrames; i += 2) { const VectorRegister4Float Input1 = VectorSet(SourceBuffer[i * 2], SourceBuffer[i * 2], SourceBuffer[i * 2 + 2], SourceBuffer[i * 2 + 2]); const VectorRegister4Float Input2 = VectorSet(SourceBuffer[i * 2 + 1], SourceBuffer[i * 2 + 1], SourceBuffer[i * 2 + 3], SourceBuffer[i * 2 + 3]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector1); Result = VectorMultiplyAdd(Input2, GainVector2, Result); VectorStore(Result, &DestinationBuffer[i * 2]); } } void Mix2ChannelsTo2ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Mix2ChannelsTo2ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 2, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain1 | g0 | g1 | g0 | g1 | * | | * | * | * | * | * | Input1 | i0 | i0 | i2 | i2 | * | | + | + | + | + | * | Gain2 | g2 | g3 | g2 | g3 | * | | * | * | * | * | * | Input2 | i1 | i1 | i3 | i3 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void Mix2ChannelsTo2ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumFrames / 2.0f); VectorRegister4Float GainVector1 = VectorLoadFloat2(StartGains); const VectorRegister4Float DestinationVector1 = VectorLoadFloat2(EndGains); const VectorRegister4Float GainDeltasVector1 = VectorDivide(VectorSubtract(DestinationVector1, GainVector1), NumFramesVector); // To help with stair stepping, we initialize the second frame in GainVector to be half a GainDeltas vector higher than the first frame. const VectorRegister4Float VectorOfHalf = VectorSet(0.5f, 0.5f, 1.0f, 1.0f); GainVector1 = VectorMultiplyAdd(GainDeltasVector1, VectorOfHalf, GainVector1); VectorRegister4Float GainVector2 = VectorLoadFloat2(StartGains + 2); const VectorRegister4Float DestinationVector2 = VectorLoadFloat2(EndGains + 2); const VectorRegister4Float GainDeltasVector2 = VectorDivide(VectorSubtract(DestinationVector2, GainVector2), NumFramesVector); GainVector2 = VectorMultiplyAdd(GainDeltasVector2, VectorOfHalf, GainVector2); for (int32 i = 0; i < NumFrames; i += 2) { const VectorRegister4Float Input1 = VectorSet(SourceBuffer[i * 2], SourceBuffer[i * 2], SourceBuffer[i * 2 + 2], SourceBuffer[i * 2 + 2]); const VectorRegister4Float Input2 = VectorSet(SourceBuffer[i * 2 + 1], SourceBuffer[i * 2 + 1], SourceBuffer[i * 2 + 3], SourceBuffer[i * 2 + 3]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector1); Result = VectorMultiplyAdd(Input2, GainVector2, Result); VectorStore(Result, &DestinationBuffer[i * 2]); GainVector1 = VectorAdd(GainVector1, GainDeltasVector1); GainVector2 = VectorAdd(GainVector2, GainDeltasVector2); } } void Apply4ChannelGain(FAlignedFloatBuffer& InterleavedBuffer, const float* RESTRICT Gains) { Apply4ChannelGain(InterleavedBuffer.GetData(), InterleavedBuffer.Num(), Gains); } void Apply4ChannelGain(float* RESTRICT InterleavedBuffer, int32 NumSamples, const float* RESTRICT Gains) { const VectorRegister4Float GainVector = VectorLoad(Gains); for (int32 i = 0; i < NumSamples; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER) { VectorRegister4Float Result = VectorLoad(&InterleavedBuffer[i]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &InterleavedBuffer[i]); } } void Apply4ChannelGain(FAlignedFloatBuffer& InterleavedBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Apply4ChannelGain(InterleavedBuffer.GetData(), InterleavedBuffer.Num(), StartGains, EndGains); } void Apply4ChannelGain(float* RESTRICT InterleavedBuffer, int32 NumSamples, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { // Initialize GainVector at StartGains and compute GainDeltasVector: VectorRegister4Float GainVector = VectorLoad(StartGains); const VectorRegister4Float DestinationVector = VectorLoad(EndGains); const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumSamples / (float)AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); const VectorRegister4Float GainDeltasVector = VectorDivide(VectorSubtract(DestinationVector, GainVector), NumFramesVector); for (int32 i = 0; i < NumSamples; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER) { VectorRegister4Float Result = VectorLoad(&InterleavedBuffer[i]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &InterleavedBuffer[i]); GainVector = VectorAdd(GainVector, GainDeltasVector); } } void MixMonoTo4ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { MixMonoTo4ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frame per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain | g0 | g1 | g2 | g3 | * | | * | * | * | * | * | Input | i0 | i0 | i0 | i0 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void MixMonoTo4ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector = VectorLoad(Gains); for (int32 i = 0; i < NumFrames; i++) { VectorRegister4Float Result = VectorLoadFloat1(&MonoBuffer[i]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &DestinationBuffer[i*4]); } } void MixMonoTo4ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { MixMonoTo4ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frame per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain | g0 | g1 | g2 | g3 | * | | * | * | * | * | * | Input | i0 | i0 | i0 | i0 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void MixMonoTo4ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { VectorRegister4Float GainVector = VectorLoad(StartGains); const VectorRegister4Float DestinationVector = VectorLoad(EndGains); const VectorRegister4Float NumFramesVector = VectorSetFloat1((float) NumFrames); const VectorRegister4Float GainDeltasVector = VectorDivide(VectorSubtract(DestinationVector, GainVector), NumFramesVector); for (int32 i = 0; i < NumFrames; i++) { VectorRegister4Float Result = VectorLoadFloat1(&MonoBuffer[i]); Result = VectorMultiply(Result, GainVector); VectorStore(Result, &DestinationBuffer[i * 4]); GainVector = VectorAdd(GainVector, GainDeltasVector); } } void Mix2ChannelsTo4ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { Mix2ChannelsTo4ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frame per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain1 | g0 | g1 | g2 | g3 | * | | * | * | * | * | * | Input1 | i0 | i0 | i0 | i0 | * | | + | + | + | + | * | Gain2 | g4 | g5 | g6 | g7 | * | | * | * | * | * | * | Input2 | i1 | i1 | i1 | i1 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void Mix2ChannelsTo4ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector1 = VectorLoad(Gains); const VectorRegister4Float GainVector2 = VectorLoad(Gains + 4); for (int32 i = 0; i < NumFrames; i++) { const VectorRegister4Float Input1 = VectorLoadFloat1(&SourceBuffer[i * 2]); const VectorRegister4Float Input2 = VectorLoadFloat1(&SourceBuffer[i * 2 + 1]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector1); Result = VectorMultiplyAdd(Input2, GainVector2, Result); VectorStore(Result, &DestinationBuffer[i * 4]); } } void Mix2ChannelsTo4ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Mix2ChannelsTo4ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frame per iteration: * +------------+---------+---------+---------+---------+ * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | * +------------+---------+---------+---------+---------+ * | Gain1 | g0 | g1 | g2 | g3 | * | | * | * | * | * | * | Input1 | i0 | i0 | i0 | i0 | * | | + | + | + | + | * | Gain2 | g4 | g5 | g6 | g7 | * | | * | * | * | * | * | Input2 | i1 | i1 | i1 | i1 | * | | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | * +------------+---------+---------+---------+---------+ */ void Mix2ChannelsTo4ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1((float) NumFrames); VectorRegister4Float GainVector1 = VectorLoad(StartGains); const VectorRegister4Float DestinationVector1 = VectorLoad(EndGains); const VectorRegister4Float GainDeltasVector1 = VectorDivide(VectorSubtract(DestinationVector1, GainVector1), NumFramesVector); VectorRegister4Float GainVector2 = VectorLoad(StartGains + 4); const VectorRegister4Float DestinationVector2 = VectorLoad(EndGains + 4); const VectorRegister4Float GainDeltasVector2 = VectorDivide(VectorSubtract(DestinationVector2, GainVector2), NumFramesVector); for (int32 i = 0; i < NumFrames; i++) { const VectorRegister4Float Input1 = VectorLoadFloat1(&SourceBuffer[i * 2]); const VectorRegister4Float Input2 = VectorLoadFloat1(&SourceBuffer[i * 2 + 1]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector1); Result = VectorMultiplyAdd(Input2, GainVector2, Result); VectorStore(Result, &DestinationBuffer[i * 4]); GainVector1 = VectorAdd(GainVector1, GainDeltasVector1); GainVector2 = VectorAdd(GainVector2, GainDeltasVector2); } } void Apply6ChannelGain(FAlignedFloatBuffer& InterleavedBuffer, const float* RESTRICT Gains) { Apply6ChannelGain(InterleavedBuffer.GetData(), InterleavedBuffer.Num(), Gains); } void Apply6ChannelGain(float* RESTRICT InterleavedBuffer, int32 NumSamples, const float* RESTRICT Gains) { const VectorRegister4Float GainVector1 = VectorLoad(Gains); const VectorRegister4Float GainVector2 = VectorSet(Gains[4], Gains[5], Gains[0], Gains[1]); const VectorRegister4Float GainVector3 = VectorLoad(&Gains[2]); for (int32 i = 0; i < NumSamples; i += 12) { VectorRegister4Float Result = VectorLoad(&InterleavedBuffer[i]); Result = VectorMultiply(Result, GainVector1); VectorStore(Result, &InterleavedBuffer[i]); Result = VectorLoad(&InterleavedBuffer[i + 4]); Result = VectorMultiply(Result, GainVector2); VectorStore(Result, &InterleavedBuffer[i + 4]); Result = VectorLoad(&InterleavedBuffer[i + 8]); Result = VectorMultiply(Result, GainVector3); VectorStore(Result, &InterleavedBuffer[i + 8]); } } void Apply6ChannelGain(FAlignedFloatBuffer& InterleavedBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Apply6ChannelGain(InterleavedBuffer.GetData(), InterleavedBuffer.Num(), StartGains, EndGains); } void Apply6ChannelGain(float* RESTRICT InterleavedBuffer, int32 NumSamples, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumSamples / 12.0f); VectorRegister4Float GainVector1 = VectorLoad(StartGains); const VectorRegister4Float DestinationVector1 = VectorLoad(EndGains); const VectorRegister4Float GainDeltasVector1 = VectorDivide(VectorSubtract(DestinationVector1, GainVector1), NumFramesVector); VectorRegister4Float GainVector2 = VectorSet(StartGains[4], StartGains[5], StartGains[0], StartGains[1]); const VectorRegister4Float DestinationVector2 = VectorSet(EndGains[4], EndGains[5], EndGains[0], EndGains[1]); const VectorRegister4Float GainDeltasVector2 = VectorDivide(VectorSubtract(DestinationVector2, GainVector2), NumFramesVector); VectorRegister4Float GainVector3 = VectorLoad(&StartGains[2]); const VectorRegister4Float DestinationVector3 = VectorLoad(&EndGains[2]); const VectorRegister4Float GainDeltasVector3 = VectorDivide(VectorSubtract(DestinationVector3, GainVector3), NumFramesVector); for (int32 i = 0; i < NumSamples; i += 12) { VectorRegister4Float Result = VectorLoad(&InterleavedBuffer[i]); Result = VectorMultiply(Result, GainVector1); VectorStore(Result, &InterleavedBuffer[i]); GainVector1 = VectorAdd(GainVector1, GainDeltasVector1); Result = VectorLoad(&InterleavedBuffer[i + 4]); Result = VectorMultiply(Result, GainVector2); VectorStore(Result, &InterleavedBuffer[i + 4]); GainVector2 = VectorAdd(GainVector2, GainDeltasVector2); Result = VectorLoad(&InterleavedBuffer[i + 8]); Result = VectorMultiply(Result, GainVector3); VectorStore(Result, &InterleavedBuffer[i + 8]); GainVector3 = VectorAdd(GainVector3, GainDeltasVector3); } } void MixMonoTo6ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { MixMonoTo6ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 6, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +------------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Vector 1 | | | | Vector 2 | | | | Vector 3 | | | | * +------------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | Index 8 | Index 9 | Index 10 | Index 11 | * | Gain | g0 | g1 | g2 | g3 | g4 | g5 | g0 | g1 | g2 | g3 | g4 | g5 | * | | * | * | * | * | * | * | * | * | * | * | * | * | * | Input | i0 | i0 | i0 | i0 | i0 | i0 | i1 | i1 | i1 | i1 | i1 | i1 | * | | = | = | = | = | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | o8 | o9 | o10 | o11 | * +------------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ */ void MixMonoTo6ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector1 = VectorLoad(Gains); const VectorRegister4Float GainVector2 = VectorSet(Gains[4], Gains[5], Gains[0], Gains[1]); const VectorRegister4Float GainVector3 = VectorLoad(&Gains[2]); for (int32 i = 0; i < NumFrames; i += 2) { const VectorRegister4Float Input1 = VectorLoadFloat1(&MonoBuffer[i]); const VectorRegister4Float Input2 = VectorSet(MonoBuffer[i], MonoBuffer[i], MonoBuffer[i + 1], MonoBuffer[i + 1]); const VectorRegister4Float Input3 = VectorLoadFloat1(&MonoBuffer[i + 1]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector1); VectorStore(Result, &DestinationBuffer[i * 6]); Result = VectorMultiply(Input2, GainVector2); VectorStore(Result, &DestinationBuffer[i * 6 + 4]); Result = VectorMultiply(Input3, GainVector3); VectorStore(Result, &DestinationBuffer[i * 6 + 8]); } } void MixMonoTo6ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { MixMonoTo6ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 6, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +------------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Vector 1 | | | | Vector 2 | | | | Vector 3 | | | | * +------------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | Index 8 | Index 9 | Index 10 | Index 11 | * | Gain | g0 | g1 | g2 | g3 | g4 | g5 | g0 | g1 | g2 | g3 | g4 | g5 | * | | * | * | * | * | * | * | * | * | * | * | * | * | * | Input | i0 | i0 | i0 | i0 | i0 | i0 | i1 | i1 | i1 | i1 | i1 | i1 | * | | = | = | = | = | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | o8 | o9 | o10 | o11 | * +------------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ */ void MixMonoTo6ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumFrames / 2.0f); VectorRegister4Float GainVector1 = VectorLoad(StartGains); const VectorRegister4Float DestinationVector1 = VectorLoad(EndGains); const VectorRegister4Float GainDeltasVector1 = VectorDivide(VectorSubtract(DestinationVector1, GainVector1), NumFramesVector); VectorRegister4Float GainVector2 = VectorSet(StartGains[4], StartGains[5], StartGains[0], StartGains[1]); const VectorRegister4Float DestinationVector2 = VectorSet(EndGains[4], EndGains[5], EndGains[0], EndGains[1]); const VectorRegister4Float GainDeltasVector2 = VectorDivide(VectorSubtract(DestinationVector2, GainVector2), NumFramesVector); VectorRegister4Float GainVector3 = VectorLoad(&StartGains[2]); const VectorRegister4Float DestinationVector3 = VectorLoad(&EndGains[2]); const VectorRegister4Float GainDeltasVector3 = VectorDivide(VectorSubtract(DestinationVector3, GainVector3), NumFramesVector); for (int32 i = 0; i < NumFrames; i += 2) { const VectorRegister4Float Input1 = VectorLoadFloat1(&MonoBuffer[i]); const VectorRegister4Float Input2 = VectorSet(MonoBuffer[i], MonoBuffer[i], MonoBuffer[i + 1], MonoBuffer[i + 1]); const VectorRegister4Float Input3 = VectorLoadFloat1(&MonoBuffer[i + 1]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector1); VectorStore(Result, &DestinationBuffer[i * 6]); GainVector1 = VectorAdd(GainVector1, GainDeltasVector1); Result = VectorMultiply(Input2, GainVector2); VectorStore(Result, &DestinationBuffer[i * 6 + 4]); GainVector2 = VectorAdd(GainVector2, GainDeltasVector2); Result = VectorMultiply(Input3, GainVector3); VectorStore(Result, &DestinationBuffer[i * 6 + 8]); GainVector3 = VectorAdd(GainVector3, GainDeltasVector3); } } void Mix2ChannelsTo6ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { Mix2ChannelsTo6ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 6, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +--------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Vector 1 | | | | Vector 2 | | | | Vector 3 | | | | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | Index 8 | Index 9 | Index 10 | Index 11 | * | Gain1 | g0 | g1 | g2 | g3 | g4 | g5 | g0 | g1 | g2 | g3 | g4 | g5 | * | | * | * | * | * | * | * | * | * | * | * | * | * | * | Input1 | i0 | i0 | i0 | i0 | i0 | i0 | i2 | i2 | i2 | i2 | i2 | i2 | * | | + | + | + | + | + | + | + | + | + | + | + | + | * | Gain2 | g6 | g7 | g8 | g9 | g10 | g11 | g6 | g7 | g8 | g9 | g10 | g11 | * | | * | * | * | * | * | * | * | * | * | * | * | * | * | Input2 | i1 | i1 | i1 | i1 | i1 | i1 | i1 | i3 | i3 | i3 | i3 | i3 | * | | = | = | = | = | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | o8 | o9 | o10 | o11 | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ */ void Mix2ChannelsTo6ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector11 = VectorLoad(Gains); const VectorRegister4Float GainVector21 = VectorSet(Gains[4], Gains[5], Gains[0], Gains[1]); const VectorRegister4Float GainVector31 = VectorLoad(&Gains[2]); const VectorRegister4Float GainVector12 = VectorLoad(Gains + 6); const VectorRegister4Float GainVector22 = VectorSet(Gains[10], Gains[11], Gains[6], Gains[7]); const VectorRegister4Float GainVector32 = VectorLoad(&Gains[8]); for (int32 FrameIndex = 0; FrameIndex < NumFrames; FrameIndex += 2) { const int32 InputIndex = FrameIndex * 2; const int32 OutputIndex = FrameIndex * 6; const VectorRegister4Float Input11 = VectorLoadFloat1(&SourceBuffer[InputIndex]); const VectorRegister4Float Input21 = VectorSet(SourceBuffer[InputIndex], SourceBuffer[InputIndex], SourceBuffer[InputIndex + 2], SourceBuffer[InputIndex + 2]); const VectorRegister4Float Input31 = VectorLoadFloat1(&SourceBuffer[InputIndex + 2]); const VectorRegister4Float Input12 = VectorLoadFloat1(&SourceBuffer[InputIndex + 1]); const VectorRegister4Float Input22 = VectorSet(SourceBuffer[InputIndex + 1], SourceBuffer[InputIndex + 1], SourceBuffer[InputIndex + 3], SourceBuffer[InputIndex + 3]); const VectorRegister4Float Input32 = VectorLoadFloat1(&SourceBuffer[InputIndex + 3]); VectorRegister4Float Result = VectorMultiply(Input11, GainVector11); Result = VectorMultiplyAdd(Input12, GainVector12, Result); VectorStore(Result, &DestinationBuffer[OutputIndex]); Result = VectorMultiply(Input21, GainVector21); Result = VectorMultiplyAdd(Input22, GainVector22, Result); VectorStore(Result, &DestinationBuffer[OutputIndex + 4]); Result = VectorMultiply(Input31, GainVector31); Result = VectorMultiplyAdd(Input32, GainVector32, Result); VectorStore(Result, &DestinationBuffer[OutputIndex + 8]); } } void Mix2ChannelsTo6ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Mix2ChannelsTo6ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 6, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 2 frames per iteration: * +--------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Vector 1 | | | | Vector 2 | | | | Vector 3 | | | | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ * | | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | Index 8 | Index 9 | Index 10 | Index 11 | * | Gain1 | g0 | g1 | g2 | g3 | g4 | g5 | g0 | g1 | g2 | g3 | g4 | g5 | * | | * | * | * | * | * | * | * | * | * | * | * | * | * | Input1 | i0 | i0 | i0 | i0 | i0 | i0 | i2 | i2 | i2 | i2 | i2 | i2 | * | | + | + | + | + | + | + | + | + | + | + | + | + | * | Gain2 | g6 | g7 | g8 | g9 | g10 | g11 | g6 | g7 | g8 | g9 | g10 | g11 | * | | * | * | * | * | * | * | * | * | * | * | * | * | * | Input2 | i1 | i1 | i1 | i1 | i1 | i1 | i3 | i3 | i3 | i3 | i3 | i3 | * | | = | = | = | = | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | o8 | o9 | o10 | o11 | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+----------+---------+----------+----------+ */ void Mix2ChannelsTo6ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumFrames / 2.0f); VectorRegister4Float GainVector11 = VectorLoad(StartGains); const VectorRegister4Float DestinationVector11 = VectorLoad(EndGains); const VectorRegister4Float GainDeltasVector11 = VectorDivide(VectorSubtract(DestinationVector11, GainVector11), NumFramesVector); VectorRegister4Float GainVector21 = VectorSet(StartGains[4], StartGains[5], StartGains[0], StartGains[1]); const VectorRegister4Float DestinationVector21 = VectorSet(EndGains[4], EndGains[5], EndGains[0], EndGains[1]); const VectorRegister4Float GainDeltasVector21 = VectorDivide(VectorSubtract(DestinationVector21, GainVector21), NumFramesVector); // In order to ease stair stepping, we ensure that the second frame is initialized to half the GainDelta more than the first frame. // This gives us a consistent increment across every frame. const VectorRegister4Float DeltaHalf21 = VectorSet(0.0f, 0.0f, 0.5f, 0.5f); GainVector21 = VectorMultiplyAdd(GainDeltasVector21, DeltaHalf21, GainVector21); VectorRegister4Float GainVector31 = VectorLoad(&StartGains[2]); const VectorRegister4Float DestinationVector31 = VectorLoad(&EndGains[2]); const VectorRegister4Float GainDeltasVector31 = VectorDivide(VectorSubtract(DestinationVector31, GainVector31), NumFramesVector); const VectorRegister4Float DeltaHalf31 = VectorSetFloat1(0.5f); GainVector31 = VectorMultiplyAdd(GainDeltasVector31, DeltaHalf31, GainVector31); VectorRegister4Float GainVector12 = VectorLoad(StartGains + 6); const VectorRegister4Float DestinationVector12 = VectorLoad(EndGains + 6); const VectorRegister4Float GainDeltasVector12 = VectorDivide(VectorSubtract(DestinationVector12, GainVector12), NumFramesVector); VectorRegister4Float GainVector22 = VectorSet(StartGains[10], StartGains[11], StartGains[6], StartGains[7]); const VectorRegister4Float DestinationVector22 = VectorSet(EndGains[10], EndGains[11], EndGains[6], EndGains[7]); const VectorRegister4Float GainDeltasVector22 = VectorDivide(VectorSubtract(DestinationVector22, GainVector22), NumFramesVector); GainVector22 = VectorMultiplyAdd(GainDeltasVector22, DeltaHalf21, GainVector22); VectorRegister4Float GainVector32 = VectorLoad(StartGains + 8); const VectorRegister4Float DestinationVector32 = VectorLoad(EndGains + 8); const VectorRegister4Float GainDeltasVector32 = VectorDivide(VectorSubtract(DestinationVector32, GainVector32), NumFramesVector); GainVector32 = VectorMultiplyAdd(GainDeltasVector32, DeltaHalf31, GainVector32); for (int32 FrameIndex = 0; FrameIndex < NumFrames; FrameIndex += 2) { const int32 InputIndex = FrameIndex * 2; const int32 OutputIndex = FrameIndex * 6; const VectorRegister4Float Input11 = VectorLoadFloat1(&SourceBuffer[InputIndex]); const VectorRegister4Float Input21 = VectorSet(SourceBuffer[InputIndex], SourceBuffer[InputIndex], SourceBuffer[InputIndex + 2], SourceBuffer[InputIndex + 2]); const VectorRegister4Float Input31 = VectorLoadFloat1(&SourceBuffer[InputIndex + 2]); const VectorRegister4Float Input12 = VectorLoadFloat1(&SourceBuffer[InputIndex + 1]); const VectorRegister4Float Input22 = VectorSet(SourceBuffer[InputIndex + 1], SourceBuffer[InputIndex + 1], SourceBuffer[InputIndex + 3], SourceBuffer[InputIndex + 3]); const VectorRegister4Float Input32 = VectorLoadFloat1(&SourceBuffer[InputIndex + 3]); VectorRegister4Float Result = VectorMultiply(Input11, GainVector11); Result = VectorMultiplyAdd(Input12, GainVector12, Result); VectorStore(Result, &DestinationBuffer[OutputIndex]); GainVector11 = VectorAdd(GainVector11, GainDeltasVector11); GainVector12 = VectorAdd(GainVector12, GainDeltasVector12); Result = VectorMultiply(Input21, GainVector21); Result = VectorMultiplyAdd(Input22, GainVector22, Result); VectorStore(Result, &DestinationBuffer[OutputIndex + 4]); GainVector21 = VectorAdd(GainVector21, GainDeltasVector21); GainVector22 = VectorAdd(GainVector22, GainDeltasVector22); Result = VectorMultiply(Input31, GainVector31); Result = VectorMultiplyAdd(Input32, GainVector31, Result); VectorStore(Result, &DestinationBuffer[OutputIndex + 8]); GainVector31 = VectorAdd(GainVector31, GainDeltasVector31); GainVector32 = VectorAdd(GainVector32, GainDeltasVector32); } } void Apply8ChannelGain(FAlignedFloatBuffer& InterleavedBuffer, const float* RESTRICT Gains) { Apply8ChannelGain(InterleavedBuffer.GetData(), InterleavedBuffer.Num(), Gains); } void Apply8ChannelGain(float* RESTRICT InterleavedBuffer, int32 NumSamples, const float* RESTRICT Gains) { const VectorRegister4Float GainVector1 = VectorLoad(Gains); const VectorRegister4Float GainVector2 = VectorLoad(Gains + 4); for (int32 i = 0; i < NumSamples; i += 8) { VectorRegister4Float Result = VectorLoad(&InterleavedBuffer[i]); Result = VectorMultiply(Result, GainVector1); VectorStore(Result, &InterleavedBuffer[i]); Result = VectorLoad(&InterleavedBuffer[i + 4]); Result = VectorMultiply(Result, GainVector2); VectorStore(Result, &InterleavedBuffer[i + 4]); } } void Apply8ChannelGain(FAlignedFloatBuffer& InterleavedBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Apply8ChannelGain(InterleavedBuffer.GetData(), InterleavedBuffer.Num(), StartGains, EndGains); } void Apply8ChannelGain(float* RESTRICT InterleavedBuffer, int32 NumSamples, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1(NumSamples / 8.0f); VectorRegister4Float GainVector1 = VectorLoad(StartGains); const VectorRegister4Float DestinationVector1 = VectorLoad(EndGains); const VectorRegister4Float GainDeltasVector1 = VectorDivide(VectorSubtract(DestinationVector1, GainVector1), NumFramesVector); VectorRegister4Float GainVector2 = VectorLoad(StartGains + 4); const VectorRegister4Float DestinationVector2 = VectorLoad(EndGains + 4); const VectorRegister4Float GainDeltasVector2 = VectorDivide(VectorSubtract(DestinationVector2, GainVector2), NumFramesVector); for (int32 i = 0; i < NumSamples; i += 8) { VectorRegister4Float Result = VectorLoad(&InterleavedBuffer[i]); Result = VectorMultiply(Result, GainVector1); VectorStore(Result, &InterleavedBuffer[i]); GainVector1 = VectorAdd(GainVector1, GainDeltasVector1); Result = VectorLoad(&InterleavedBuffer[i + 4]); Result = VectorMultiply(Result, GainVector2); VectorStore(Result, &InterleavedBuffer[i + 4]); GainVector2 = VectorAdd(GainVector2, GainDeltasVector2); } } void MixMonoTo8ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { MixMonoTo8ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 8, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frames per iteration: * +------------+----------+---------+---------+---------+----------+---------+---------+---------+ * | | Vector 1 | | | | Vector 2 | | | | * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | * | Gain | g0 | g1 | g2 | g3 | g4 | g5 | g6 | g7 | * | | * | * | * | * | * | * | * | * | * | Input | i0 | i0 | i0 | i0 | i0 | i0 | i0 | i0 | * | | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | * +------------+----------+---------+---------+---------+----------+---------+---------+---------+ */ void MixMonoTo8ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector1 = VectorLoad(Gains); const VectorRegister4Float GainVector2 = VectorLoad(Gains + 4); for (int32 i = 0; i < NumFrames; i++) { VectorRegister4Float Result = VectorLoadFloat1(&MonoBuffer[i]); Result = VectorMultiply(Result, GainVector1); VectorStore(Result, &DestinationBuffer[i * 8]); Result = VectorLoadFloat1(&MonoBuffer[i]); Result = VectorMultiply(Result, GainVector2); VectorStore(Result, &DestinationBuffer[i * 8 + 4]); } } void MixMonoTo8ChannelsFast(const FAlignedFloatBuffer& MonoBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { MixMonoTo8ChannelsFast(MonoBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 8, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frames per iteration: * +------------+----------+---------+---------+---------+----------+---------+---------+---------+ * | | Vector 1 | | | | Vector 2 | | | | * | VectorName | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | * | Gain | g0 | g1 | g2 | g3 | g4 | g5 | g6 | g7 | * | | * | * | * | * | * | * | * | * | * | Input | i0 | i0 | i0 | i0 | i0 | i0 | i0 | i0 | * | | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | * +------------+----------+---------+---------+---------+----------+---------+---------+---------+ */ void MixMonoTo8ChannelsFast(const float* RESTRICT MonoBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1((float) NumFrames); VectorRegister4Float GainVector1 = VectorLoad(StartGains); const VectorRegister4Float DestinationVector1 = VectorLoad(EndGains); const VectorRegister4Float GainDeltasVector1 = VectorDivide(VectorSubtract(DestinationVector1, GainVector1), NumFramesVector); VectorRegister4Float GainVector2 = VectorLoad(StartGains + 4); const VectorRegister4Float DestinationVector2 = VectorLoad(EndGains + 4); const VectorRegister4Float GainDeltasVector2 = VectorDivide(VectorSubtract(DestinationVector2, GainVector2), NumFramesVector); for (int32 i = 0; i < NumFrames; i++) { const VectorRegister4Float Input = VectorLoadFloat1(&MonoBuffer[i]); VectorRegister4Float Result = VectorMultiply(Input, GainVector1); VectorStore(Result, &DestinationBuffer[i * 8]); GainVector1 = VectorAdd(GainVector1, GainDeltasVector1); Result = VectorMultiply(Input, GainVector2); VectorStore(Result, &DestinationBuffer[i * 8 + 4]); GainVector2 = VectorAdd(GainVector2, GainDeltasVector2); } } void Mix2ChannelsTo8ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { Mix2ChannelsTo8ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 8, Gains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frames per iteration: * +--------+----------+---------+---------+---------+----------+---------+---------+---------+ * | | Vector 1 | | | | Vector 2 | | | | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+ * | | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | * | Gain1 | g0 | g1 | g2 | g3 | g4 | g5 | g6 | g7 | * | | * | * | * | * | * | * | * | * | * | Input1 | i0 | i0 | i0 | i0 | i0 | i0 | i0 | i0 | * | | + | + | + | + | + | + | + | + | * | Gain2 | g8 | g9 | g10 | g11 | g12 | g13 | g14 | g5 | * | | * | * | * | * | * | * | * | * | * | Input2 | i1 | i1 | i1 | i1 | i1 | i1 | i1 | i1 | * | | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+ */ void Mix2ChannelsTo8ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { const VectorRegister4Float GainVector11 = VectorLoad(Gains); const VectorRegister4Float GainVector21 = VectorLoad(Gains + 4); const VectorRegister4Float GainVector12 = VectorLoad(Gains + 8); const VectorRegister4Float GainVector22 = VectorLoad(Gains + 12); for (int32 i = 0; i < NumFrames; i++) { const VectorRegister4Float Input1 = VectorLoadFloat1(&SourceBuffer[i*2]); const VectorRegister4Float Input2 = VectorLoadFloat1(&SourceBuffer[i * 2 + 1]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector11); Result = VectorMultiplyAdd(Input2, GainVector12, Result); VectorStore(Result, &DestinationBuffer[i * 8]); Result = VectorMultiply(Input1, GainVector21); Result = VectorMultiplyAdd(Input2, GainVector22, Result); VectorStore(Result, &DestinationBuffer[i * 8 + 4]); } } void Mix2ChannelsTo8ChannelsFast(const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { Mix2ChannelsTo8ChannelsFast(SourceBuffer.GetData(), DestinationBuffer.GetData(), DestinationBuffer.Num() / 8, StartGains, EndGains); } /** * See CHANNEL MIXING OPERATIONS above for more info. * 1 frames per iteration: * +--------+----------+---------+---------+---------+----------+---------+---------+---------+ * | | Vector 1 | | | | Vector 2 | | | | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+ * | | Index 0 | Index 1 | Index 2 | Index 3 | Index 4 | Index 5 | Index 6 | Index 7 | * | Gain1 | g0 | g1 | g2 | g3 | g4 | g5 | g6 | g7 | * | | * | * | * | * | * | * | * | * | * | Input1 | i0 | i0 | i0 | i0 | i0 | i0 | i0 | i0 | * | | + | + | + | + | + | + | + | + | * | Gain2 | g8 | g9 | g10 | g11 | g12 | g13 | g14 | g15 | * | | * | * | * | * | * | * | * | * | * | Input2 | i1 | i1 | i1 | i1 | i1 | i1 | i1 | i1 | * | | = | = | = | = | = | = | = | = | * | Output | o0 | o1 | o2 | o3 | o4 | o5 | o6 | o7 | * +--------+----------+---------+---------+---------+----------+---------+---------+---------+ */ void Mix2ChannelsTo8ChannelsFast(const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT StartGains, const float* RESTRICT EndGains) { const VectorRegister4Float NumFramesVector = VectorSetFloat1((float) NumFrames); VectorRegister4Float GainVector11 = VectorLoad(StartGains); const VectorRegister4Float DestinationVector11 = VectorLoad(EndGains); const VectorRegister4Float GainDeltasVector11 = VectorDivide(VectorSubtract(DestinationVector11, GainVector11), NumFramesVector); VectorRegister4Float GainVector21 = VectorLoad(StartGains + 4); const VectorRegister4Float DestinationVector21 = VectorLoad(EndGains + 4); const VectorRegister4Float GainDeltasVector21 = VectorDivide(VectorSubtract(DestinationVector21, GainVector21), NumFramesVector); VectorRegister4Float GainVector12 = VectorLoad(StartGains + 8); const VectorRegister4Float DestinationVector12 = VectorLoad(EndGains + 8); const VectorRegister4Float GainDeltasVector12 = VectorDivide(VectorSubtract(DestinationVector12, GainVector12), NumFramesVector); VectorRegister4Float GainVector22 = VectorLoad(StartGains + 12); const VectorRegister4Float DestinationVector22 = VectorLoad(EndGains + 12); const VectorRegister4Float GainDeltasVector22 = VectorDivide(VectorSubtract(DestinationVector22, GainVector22), NumFramesVector); for (int32 i = 0; i < NumFrames; i++) { const VectorRegister4Float Input1 = VectorLoadFloat1(&SourceBuffer[i*2]); const VectorRegister4Float Input2 = VectorLoadFloat1(&SourceBuffer[i * 2 + 1]); VectorRegister4Float Result = VectorMultiply(Input1, GainVector11); Result = VectorMultiplyAdd(Input2, GainVector12, Result); VectorStore(Result, &DestinationBuffer[i * 8]); GainVector11 = VectorAdd(GainVector11, GainDeltasVector11); GainVector12 = VectorAdd(GainVector12, GainDeltasVector12); Result = VectorMultiply(Input1, GainVector21); Result = VectorMultiplyAdd(Input2, GainVector22, Result); VectorStore(Result, &DestinationBuffer[i * 8 + 4]); GainVector21 = VectorAdd(GainVector21, GainDeltasVector21); GainVector22 = VectorAdd(GainVector22, GainDeltasVector22); } } /** * These functions are non-vectorized versions of the Mix[N]ChannelsTo[N]Channels functions above: */ void DownmixBuffer(int32 NumSourceChannels, int32 NumDestinationChannels, const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, const float* RESTRICT Gains) { DownmixBuffer(NumSourceChannels, NumDestinationChannels, SourceBuffer.GetData(), DestinationBuffer.GetData(), SourceBuffer.Num() / NumSourceChannels, Gains); } void DownmixBuffer(int32 NumSourceChannels, int32 NumDestinationChannels, const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, const float* RESTRICT Gains) { for (int32 FrameIndex = 0; FrameIndex < NumFrames; FrameIndex++) { float* RESTRICT OutputFrame = &DestinationBuffer[FrameIndex * NumDestinationChannels]; const float* RESTRICT InputFrame = &SourceBuffer[FrameIndex * NumSourceChannels]; for (int32 OutputChannelIndex = 0; OutputChannelIndex < NumDestinationChannels; OutputChannelIndex++) { float Value = 0.f; for (int32 InputChannelIndex = 0; InputChannelIndex < NumSourceChannels; InputChannelIndex++) { Value += InputFrame[InputChannelIndex] * Gains[InputChannelIndex * NumDestinationChannels + OutputChannelIndex]; } OutputFrame[OutputChannelIndex] = Value; } } } void DownmixBuffer(int32 NumSourceChannels, int32 NumDestinationChannels, const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& DestinationBuffer, float* RESTRICT StartGains, const float* RESTRICT EndGains) { DownmixBuffer(NumSourceChannels, NumDestinationChannels, SourceBuffer.GetData(), DestinationBuffer.GetData(), SourceBuffer.Num() / NumSourceChannels, StartGains, EndGains); } void DownmixBuffer(int32 NumSourceChannels, int32 NumDestinationChannels, const float* RESTRICT SourceBuffer, float* RESTRICT DestinationBuffer, int32 NumFrames, float* RESTRICT StartGains, const float* RESTRICT EndGains) { // First, build a map of the per-frame delta that we will use to increment StartGains every frame: check(NumSourceChannels <= 8 && NumDestinationChannels <= 8); alignas(16) float GainDeltas[8 * 8]; for (int32 OutputChannelIndex = 0; OutputChannelIndex < NumDestinationChannels; OutputChannelIndex++) { for (int32 InputChannelIndex = 0; InputChannelIndex < NumSourceChannels; InputChannelIndex++) { const int32 GainMatrixIndex = InputChannelIndex * NumDestinationChannels + OutputChannelIndex; GainDeltas[GainMatrixIndex] = (EndGains[GainMatrixIndex] - StartGains[GainMatrixIndex]) / NumFrames; } } for (int32 FrameIndex = 0; FrameIndex < NumFrames; FrameIndex++) { float* RESTRICT OutputFrame = &DestinationBuffer[FrameIndex * NumDestinationChannels]; const float* RESTRICT InputFrame = &SourceBuffer[FrameIndex * NumSourceChannels]; for (int32 OutputChannelIndex = 0; OutputChannelIndex < NumDestinationChannels; OutputChannelIndex++) { float Value = 0.f; for (int32 InputChannelIndex = 0; InputChannelIndex < NumSourceChannels; InputChannelIndex++) { const int32 GainMatrixIndex = InputChannelIndex * NumDestinationChannels + OutputChannelIndex; Value += InputFrame[InputChannelIndex] * StartGains[GainMatrixIndex]; StartGains[GainMatrixIndex] += GainDeltas[GainMatrixIndex]; } OutputFrame[OutputChannelIndex] = Value; } } } void DownmixAndSumIntoBuffer(int32 NumSourceChannels, int32 NumDestinationChannels, const FAlignedFloatBuffer& SourceBuffer, FAlignedFloatBuffer& BufferToSumTo, const float* RESTRICT Gains) { DownmixAndSumIntoBuffer(NumSourceChannels, NumDestinationChannels, SourceBuffer.GetData(), BufferToSumTo.GetData(), SourceBuffer.Num() / NumSourceChannels, Gains); } void DownmixAndSumIntoBuffer(int32 NumSourceChannels, int32 NumDestinationChannels, const float* RESTRICT SourceBuffer, float* RESTRICT BufferToSumTo, int32 NumFrames, const float* RESTRICT Gains) { for (int32 FrameIndex = 0; FrameIndex < NumFrames; FrameIndex++) { float* RESTRICT OutputFrame = &BufferToSumTo[FrameIndex * NumDestinationChannels]; const float* RESTRICT InputFrame = &SourceBuffer[FrameIndex * NumSourceChannels]; for (int32 OutputChannelIndex = 0; OutputChannelIndex < NumDestinationChannels; OutputChannelIndex++) { float Value = 0.f; for (int32 InputChannelIndex = 0; InputChannelIndex < NumSourceChannels; InputChannelIndex++) { Value += InputFrame[InputChannelIndex] * Gains[InputChannelIndex * NumDestinationChannels + OutputChannelIndex]; } OutputFrame[OutputChannelIndex] += Value; } } } /** Interleaves samples from two input buffers */ void BufferInterleave2ChannelFast(const FAlignedFloatBuffer& InBuffer1, const FAlignedFloatBuffer& InBuffer2, FAlignedFloatBuffer& OutBuffer) { checkf(InBuffer1.Num() == InBuffer2.Num(), TEXT("InBuffer1 Num not equal to InBuffer2 Num")); const int32 InNum = InBuffer1.Num(); OutBuffer.Reset(2 * InNum); OutBuffer.AddUninitialized(2 * InNum); BufferInterleave2ChannelFast(InBuffer1.GetData(), InBuffer2.GetData(), OutBuffer.GetData(), InNum); } /** Interleaves samples from two input buffers */ void BufferInterleave2ChannelFast(const float* RESTRICT InBuffer1, const float* RESTRICT InBuffer2, float* RESTRICT OutBuffer, const int32 InNum) { checkf(InNum >= 4, TEXT("Buffer must have at least %i elements."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); checkf(0 == (InNum % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER), TEXT("Buffer length be a multiple of %i."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); const int32 OutNum = 2 * InNum; int32 OutPos = 0; for (int32 i = 0; i < InNum; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER) { // Vector1[L0, L1, L2, L3] VectorRegister4Float Vector1 = VectorLoad(&InBuffer1[i]); // Vector2[R0, R1, R2, R3] VectorRegister4Float Vector2 = VectorLoad(&InBuffer2[i]); // HalfInterleaved[L0, L1, R0, R1] VectorRegister4Float HalfInterleaved = VectorShuffle(Vector1, Vector2, 0, 1, 0, 1); // Interleaved[L0, R0, L1, R1] VectorRegister4Float Interleaved = VectorSwizzle(HalfInterleaved, 0, 2, 1, 3); VectorStore(Interleaved, &OutBuffer[OutPos]); OutPos += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER; // HalfInterleaved[L2, L3, R2, R3] HalfInterleaved = VectorShuffle(Vector1, Vector2, 2, 3, 2, 3); // Interleaved[L2, R2, L3, R3] Interleaved = VectorSwizzle(HalfInterleaved, 0, 2, 1, 3); VectorStore(Interleaved, &OutBuffer[OutPos]); OutPos += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER; } } /** Deinterleaves samples from a 2 channel input buffer */ void BufferDeinterleave2ChannelFast(const FAlignedFloatBuffer& InBuffer, FAlignedFloatBuffer& OutBuffer1, FAlignedFloatBuffer& OutBuffer2) { const int32 InNum = InBuffer.Num(); const int32 InNumFrames = InNum / 2; const int32 OutNum = InNumFrames; OutBuffer1.Reset(OutNum); OutBuffer2.Reset(OutNum); OutBuffer1.AddUninitialized(OutNum); OutBuffer2.AddUninitialized(OutNum); BufferDeinterleave2ChannelFast(InBuffer.GetData(), OutBuffer1.GetData(), OutBuffer2.GetData(), InNumFrames); } /** Deinterleaves samples from a 2 channel input buffer */ void BufferDeinterleave2ChannelFast(const float* RESTRICT InBuffer, float* RESTRICT OutBuffer1, float* RESTRICT OutBuffer2, const int32 InNumFrames) { checkf(InNumFrames >= AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER, TEXT("Buffer must have at least %i elements."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); checkf(0 == (InNumFrames % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER), TEXT("Buffer length be a multiple of %i."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); int32 InNum = InNumFrames * 2; int32 OutPos = 0; for (int32 InPos = 0; InPos < InNum; InPos += 8) { // load 4 frames (2 frames per vector) VectorRegister4Float InVector1 = VectorLoad(&InBuffer[InPos]); VectorRegister4Float InVector2 = VectorLoad(&InBuffer[InPos + 4]); // Write channel 0 VectorRegister4Float OutVector = VectorShuffle(InVector1, InVector2, 0, 2, 0, 2); VectorStore(OutVector, &OutBuffer1[OutPos]); // Write channel 1 OutVector = VectorShuffle(InVector1, InVector2, 1, 3, 1, 3); VectorStore(OutVector, &OutBuffer2[OutPos]); OutPos += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER; } } /** Sums 2 channel interleaved input samples. OutSamples[n] = InSamples[2n] + InSamples[2n + 1] */ void BufferSum2ChannelToMonoFast(const FAlignedFloatBuffer& InSamples, FAlignedFloatBuffer& OutSamples) { const int32 InNum = InSamples.Num(); const int32 Frames = InNum / 2; OutSamples.Reset(Frames); OutSamples.AddUninitialized(Frames); BufferSum2ChannelToMonoFast(InSamples.GetData(), OutSamples.GetData(), Frames); } /** Sums 2 channel interleaved input samples. OutSamples[n] = InSamples[2n] + InSamples[2n + 1] */ void BufferSum2ChannelToMonoFast(const float* RESTRICT InSamples, float* RESTRICT OutSamples, const int32 InNumFrames) { checkf(InNumFrames >= AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER, TEXT("Buffer must have at least %i elements."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); checkf(0 == (InNumFrames % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER), TEXT("Buffer length be a multiple of %i."), AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER); const int32 InNum = InNumFrames * 2; int32 OutPos = 0; for (int32 i = 0; i < InNum; i += 8) { // Load 4 frames (2 frames per vector) // Buffer1[L0, R0, L1, R1] VectorRegister4Float Buffer1 = VectorLoad(&InSamples[i]); // Buffer2[L2, R2, L3, R3] VectorRegister4Float Buffer2 = VectorLoad(&InSamples[i + 4]); // Shuffle samples into order // Channel0[L0, L1, L2, L3] VectorRegister4Float Channel0 = VectorShuffle(Buffer1, Buffer2, 0, 2, 0, 2); // Channel1[R0, R1, R2, R3] VectorRegister4Float Channel1 = VectorShuffle(Buffer1, Buffer2, 1, 3, 1, 3); // Sum left and right. // Out[L0 + R0, L1 + R1, L2 + R2, L3 + R3] VectorRegister4Float Out = VectorAdd(Channel0, Channel1); VectorStore(Out, &OutSamples[OutPos]); OutPos += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER; } } // class FBufferLinearEase implementation FBufferLinearEase::FBufferLinearEase() {} FBufferLinearEase::FBufferLinearEase(const FAlignedFloatBuffer & InSourceValues, const FAlignedFloatBuffer & InTargetValues, int32 InLerpLength) { Init(InSourceValues, InTargetValues, InLerpLength); } FBufferLinearEase::~FBufferLinearEase() {} void FBufferLinearEase::Init(const FAlignedFloatBuffer & InSourceValues, const FAlignedFloatBuffer & InTargetValues, int32 InLerpLength) { check(InSourceValues.Num()); check(InTargetValues.Num()); check(InLerpLength > 0); BufferLength = InSourceValues.Num(); check(InTargetValues.Num() == BufferLength); LerpLength = InLerpLength; CurrentLerpStep = 0; // init deltas DeltaBuffer.Reset(); DeltaBuffer.AddZeroed(BufferLength); const float OneOverLerpLength = 1.0f / static_cast(LerpLength); ArraySubtract(InTargetValues, InSourceValues, DeltaBuffer); ArrayMultiplyByConstantInPlace(DeltaBuffer, OneOverLerpLength); } bool FBufferLinearEase::Update(FAlignedFloatBuffer & InSourceValues) { check(InSourceValues.Num() == BufferLength); check(CurrentLerpStep != LerpLength); ArrayMixIn(DeltaBuffer, InSourceValues); if (++CurrentLerpStep == LerpLength) { return true; } return false; } bool FBufferLinearEase::Update(uint32 StepsToJumpForward, FAlignedFloatBuffer & InSourceValues) { check(InSourceValues.Num() == BufferLength); check(CurrentLerpStep != LerpLength); check(StepsToJumpForward); bool bIsComplete = false; if ((CurrentLerpStep += StepsToJumpForward) >= LerpLength) { StepsToJumpForward -= (CurrentLerpStep - LerpLength); CurrentLerpStep = LerpLength; bIsComplete = true; } ArrayMixIn(DeltaBuffer, InSourceValues, static_cast(StepsToJumpForward)); return bIsComplete; } const FAlignedFloatBuffer & FBufferLinearEase::GetDeltaBuffer() { return DeltaBuffer; } }