Files
UnrealEngine/Engine/Source/Runtime/SignalProcessing/Private/LinearInterpFractionalDelay.cpp
2025-05-18 13:04:45 +08:00

116 lines
3.4 KiB
C++

// 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<FAlignedBlockBuffer>((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);
}
}