Files
UnrealEngine/Engine/Source/Runtime/SignalProcessing/Public/DSP/Chorus.h
2025-05-18 13:04:45 +08:00

62 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DSP/Delay.h"
#include "DSP/LFO.h"
namespace Audio
{
namespace EChorusDelays
{
enum Type
{
Left,
Center,
Right,
NumDelayTypes
};
}
class FChorus
{
public:
SIGNALPROCESSING_API FChorus();
SIGNALPROCESSING_API ~FChorus();
SIGNALPROCESSING_API void Init(const float InSampleRate, const int32 InNumChannels, const float InDelayLengthSec = 2.0f, const int32 InControlSamplePeriod = 256);
FORCEINLINE int32 GetNumChannels() const
{
return NumChannels;
}
SIGNALPROCESSING_API void SetDepth(const EChorusDelays::Type InType, const float InDepth);
SIGNALPROCESSING_API void SetFrequency(const EChorusDelays::Type InType, const float InFrequency);
SIGNALPROCESSING_API void SetFeedback(const EChorusDelays::Type InType, const float InFeedback);
SIGNALPROCESSING_API void SetWetLevel(const float InWetLevel);
SIGNALPROCESSING_API void SetDryLevel(const float InDryLevel);
SIGNALPROCESSING_API void SetSpread(const float InSpread);
SIGNALPROCESSING_API void ProcessAudioFrame(const float* InFrame, float* OutFrame);
SIGNALPROCESSING_API void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer);
protected:
FDelay Delays[EChorusDelays::NumDelayTypes];
FLFO LFOs[EChorusDelays::NumDelayTypes];
FLinearEase Depth[EChorusDelays::NumDelayTypes];
float Feedback[EChorusDelays::NumDelayTypes];
float MinDelayMsec;
float MaxDelayMsec;
float DelayRangeMsec;
float Spread;
float MaxFrequencySpread;
float WetLevel;
float DryLevel;
int32 NumChannels;
};
}