// Copyright Epic Games, Inc. All Rights Reserved. #include "DSP/LinearInterpFractionalDelay.h" #include "DSP/Dsp.h" #include "DSP/BufferVectorOperations.h" #include "DSP/FloatArrayMath.h" namespace Audio { FLinearInterpFractionalDelay::FLinearInterpFractionalDelay(int32 InMaxDelay, int32 InMaxNumInternalBufferSamples) : MaxDelay(InMaxDelay) , NumInternalBufferSamples(InMaxNumInternalBufferSamples) , UpperDelayPos(nullptr) , LowerDelayPos(nullptr) { checkf(MaxDelay > 0, TEXT("InMaxDelay must be greater than zero")); if (MaxDelay < 1) { MaxDelay = 1; } while (0 != (NumInternalBufferSamples % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)) { NumInternalBufferSamples--; } if (NumInternalBufferSamples < 1) { NumInternalBufferSamples = AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER; } // Allocate and prepare delay line for maximum delay. DelayLine = MakeUnique((2 * (MaxDelay + 1)) + NumInternalBufferSamples, MaxDelay + NumInternalBufferSamples + 1); DelayLine->AddZeros(MaxDelay + 1); IntegerDelayOffsets.Reset(NumInternalBufferSamples); IntegerDelayOffsets.AddUninitialized(NumInternalBufferSamples); for (int32 i = 0; i < NumInternalBufferSamples; i++) { IntegerDelayOffsets[i] = i + MaxDelay; } UpperDelayPos = (int*)FMemory::Malloc(4 * sizeof(int), AUDIO_BUFFER_ALIGNMENT); LowerDelayPos = (int*)FMemory::Malloc(4 * sizeof(int), AUDIO_BUFFER_ALIGNMENT); } // Destructor FLinearInterpFractionalDelay::~FLinearInterpFractionalDelay() { FMemory::Free(UpperDelayPos); FMemory::Free(LowerDelayPos); } // Resets the delay line state, flushes buffer and resets read/write pointers. void FLinearInterpFractionalDelay::Reset() { DelayLine->ClearSamples(); DelayLine->AddZeros(MaxDelay + 1); } void FLinearInterpFractionalDelay::ProcessAudio(const FAlignedFloatBuffer& InSamples, const FAlignedFloatBuffer& InDelays, FAlignedFloatBuffer& OutSamples) { const int32 InNum = InSamples.Num(); checkf(InNum == InDelays.Num(), TEXT("Input buffers must be equal length")); // Prepare output buffer OutSamples.Reset(InNum); OutSamples.AddUninitialized(InNum); if (InNum != InDelays.Num()) { // Return empty buffer on invalid input. if (InNum > 0) { FMemory::Memset(OutSamples.GetData(), 0, sizeof(float) * InNum); } return; } float* OutSampleData = OutSamples.GetData(); const float* InSampleData = InSamples.GetData(); const float* InDelayData = InDelays.GetData(); // Process audio one block at a time. int32 LeftOver = InNum; int32 BufferPos = 0; while (LeftOver > 0) { int32 NumToProcess = FMath::Min(LeftOver, NumInternalBufferSamples); ProcessAudioBlock(&InSampleData[BufferPos], &InDelayData[BufferPos], NumToProcess, &OutSampleData[BufferPos]); BufferPos += NumToProcess; LeftOver -= NumToProcess; } } void FLinearInterpFractionalDelay::ProcessAudioBlock(const float* InSamples, const float* InDelays, const int32 InNum, float* OutSamples) { checkf(0 == (InNum % 4), TEXT("Array length must be multiple of 4")); // Update delay line. DelayLine->AddSamples(InSamples, InNum); const float* DelayData = DelayLine->InspectSamples(InNum + MaxDelay + 1); const int32* IntegerDelayOffsetData = IntegerDelayOffsets.GetData(); ArrayLerpFractionalDelay(InSamples, InDelays, DelayData, IntegerDelayOffsetData, UpperDelayPos, LowerDelayPos, InNum, OutSamples, (float)MaxDelay); // Remove unneeded delay line. DelayLine->RemoveSamples(InNum); } }