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

146 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/LongDelayAPF.h"
#include "DSP/BufferVectorOperations.h"
#include "DSP/Dsp.h"
#include "DSP/FloatArrayMath.h"
namespace Audio
{
FLongDelayAPF::FLongDelayAPF(float InG, int32 InNumDelaySamples, int32 InMaxNumInternalBufferSamples)
: G(InG),
NumDelaySamples(InNumDelaySamples),
NumInternalBufferSamples(InMaxNumInternalBufferSamples)
{
// NumInternalBufferSamples must be less than or equal to the length of the delay
if (NumInternalBufferSamples > NumDelaySamples)
{
NumInternalBufferSamples = NumDelaySamples;
// Block size must be divisible by simd alignment to support simd operations.
NumInternalBufferSamples -= (NumInternalBufferSamples % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER);
}
checkf(NumInternalBufferSamples > 1, TEXT("Invalid internal buffer length"));
// Allocate delay line
DelayLine = MakeUnique<FAlignedBlockBuffer>(2 * NumInternalBufferSamples + NumDelaySamples, NumInternalBufferSamples);
DelayLine->AddZeros(NumDelaySamples);
// Allocate internal buffer
WorkBuffer.Reset(NumInternalBufferSamples);
WorkBuffer.AddUninitialized(NumInternalBufferSamples);
}
FLongDelayAPF::~FLongDelayAPF()
{}
void FLongDelayAPF::ProcessAudio(FAlignedFloatBuffer& Samples)
{
const int32 InNum = Samples.Num();
float* InData = Samples.GetData();
float* OutDelayData = WorkBuffer.GetData();
// Process audio one block at a time.
int32 LeftOver = InNum;
int32 BufferIndex = 0;
while (LeftOver != 0)
{
// Determine block size for this loop.
int32 NumToProcess = FMath::Min<int32>(NumInternalBufferSamples, LeftOver);
const float* InDelayData = DelayLine->InspectSamples(NumToProcess);
ProcessAudioBlock(&InData[BufferIndex], InDelayData, NumToProcess, &InData[BufferIndex], OutDelayData);
// Update delay line with new data.
DelayLine->RemoveSamples(NumToProcess);
DelayLine->AddSamples(OutDelayData, NumToProcess);
LeftOver -= NumToProcess;
BufferIndex += NumToProcess;
}
}
void FLongDelayAPF::ProcessAudio(const FAlignedFloatBuffer& InSamples, FAlignedFloatBuffer& OutSamples)
{
const float* InData = InSamples.GetData();
const int32 InNum = InSamples.Num();
float* OutDelayData = WorkBuffer.GetData();
// Resize output
OutSamples.Reset(InNum);
OutSamples.AddUninitialized(InNum);
float* OutData = OutSamples.GetData();
// Process audio one block at a time.
int32 LeftOver = InNum;
int32 BufferIndex = 0;
while (LeftOver != 0)
{
// Determine block size for this loop.
int32 NumToProcess = FMath::Min<int32>(NumInternalBufferSamples, LeftOver);
const float* InDelayData = DelayLine->InspectSamples(NumToProcess);
ProcessAudioBlock(&InData[BufferIndex], InDelayData, NumToProcess, &OutData[BufferIndex], OutDelayData);
// Update delay line with new data.
DelayLine->RemoveSamples(NumToProcess);
DelayLine->AddSamples(OutDelayData, NumToProcess);
LeftOver -= NumToProcess;
BufferIndex += NumToProcess;
}
}
void FLongDelayAPF::ProcessAudio(const FAlignedFloatBuffer& InSamples, FAlignedFloatBuffer& OutSamples, FAlignedFloatBuffer& OutDelaySamples)
{
const float* InData = InSamples.GetData();
const int32 InNum = InSamples.Num();
// Resize output buffers
OutSamples.Reset(InNum);
OutSamples.AddUninitialized(InNum);
OutDelaySamples.Reset(InNum);
OutDelaySamples.AddUninitialized(InNum);
float* OutData = OutSamples.GetData();
float* OutDelayData = OutDelaySamples.GetData();
// Process audio one block at a time.
int32 LeftOver = InNum;
int32 BufferIndex = 0;
while (LeftOver != 0)
{
int32 NumToProcess = FMath::Min<int32>(NumInternalBufferSamples, LeftOver);
const float* InDelayData = DelayLine->InspectSamples(NumToProcess);
ProcessAudioBlock(&InData[BufferIndex], InDelayData, NumToProcess, &OutData[BufferIndex], &OutDelayData[BufferIndex]);
// Update internal delay line.
DelayLine->RemoveSamples(NumToProcess);
DelayLine->AddSamples(&OutDelayData[BufferIndex], NumToProcess);
LeftOver -= NumToProcess;
BufferIndex += NumToProcess;
}
}
void FLongDelayAPF::ProcessAudioBlock(const float* InSamples, const float* InDelaySamples, const int32 InNum, float* OutSamples, float* OutDelaySamples)
{
ArrayAPFLongDelayProcess(InSamples, InDelaySamples, InNum, OutSamples, OutDelaySamples, G);
}
void FLongDelayAPF::Reset()
{
DelayLine->ClearSamples();
DelayLine->AddZeros(NumDelaySamples);
}
int32 FLongDelayAPF::GetNumInternalBufferSamples() const
{
return NumInternalBufferSamples;
}
}