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

45 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SignalProcessingModule.h"
#include "Modules/ModuleManager.h"
#include "Features/IModularFeatures.h"
#include "DSP/FFTAlgorithm.h"
#include "DSP/ConvolutionAlgorithm.h"
#include "DSP/AudioFFT.h"
#include "VectorFFT.h"
#include "UniformPartitionConvolution.h"
namespace Audio
{
class FSignalProcessingModule : public IModuleInterface
{
FVectorFFTFactory VectorFFTAlgorithmFactory;
FUniformPartitionConvolutionFactory UniformPartitionConvolutionFactory;
public:
virtual void StartupModule() override
{
// FFT factories to register
IModularFeatures::Get().RegisterModularFeature(IFFTAlgorithmFactory::GetModularFeatureName(), &VectorFFTAlgorithmFactory);
// Convolution factories to register
IModularFeatures::Get().RegisterModularFeature(IConvolutionAlgorithmFactory::GetModularFeatureName(), &UniformPartitionConvolutionFactory);
}
virtual void ShutdownModule() override
{
// FFT Factories to unregister
IModularFeatures::Get().UnregisterModularFeature(IFFTAlgorithmFactory::GetModularFeatureName(), &VectorFFTAlgorithmFactory);
// Convolution factories to unregister
IModularFeatures::Get().UnregisterModularFeature(IConvolutionAlgorithmFactory::GetModularFeatureName(), &UniformPartitionConvolutionFactory);
}
};
}
DEFINE_LOG_CATEGORY(LogSignalProcessing);
IMPLEMENT_MODULE(Audio::FSignalProcessingModule, SignalProcessing);