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

193 lines
6.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DSP/EnvelopeFollower.h"
#include "DSP/IntegerDelay.h"
#include "Filter.h"
namespace Audio
{
// What mode the compressor is in
namespace EDynamicsProcessingMode
{
enum Type
{
Compressor,
Limiter,
Expander,
Gate,
UpwardsCompressor,
Count
};
}
enum class EDynamicsProcessorChannelLinkMode : uint8
{
Disabled,
Average,
Peak,
Count
};
// Dynamic range compressor
// https://en.wikipedia.org/wiki/Dynamic_range_compression
class FDynamicsProcessor
{
public:
SIGNALPROCESSING_API FDynamicsProcessor();
SIGNALPROCESSING_API ~FDynamicsProcessor();
SIGNALPROCESSING_API void Init(const float InSampleRate, const int32 InNumChannels = 2);
SIGNALPROCESSING_API int32 GetNumChannels() const;
SIGNALPROCESSING_API int32 GetKeyNumChannels() const;
SIGNALPROCESSING_API float GetMaxLookaheadMsec() const;
SIGNALPROCESSING_API void SetLookaheadMsec(const float InLookAheadMsec);
SIGNALPROCESSING_API void SetAttackTime(const float InAttackTimeMsec);
SIGNALPROCESSING_API void SetReleaseTime(const float InReleaseTimeMsec);
SIGNALPROCESSING_API void SetThreshold(const float InThresholdDb);
SIGNALPROCESSING_API void SetRatio(const float InCompressionRatio);
SIGNALPROCESSING_API void SetKneeBandwidth(const float InKneeBandwidthDb);
SIGNALPROCESSING_API void SetInputGain(const float InInputGainDb);
SIGNALPROCESSING_API void SetKeyAudition(const bool InAuditionEnabled);
SIGNALPROCESSING_API void SetKeyGain(const float InKeyGain);
SIGNALPROCESSING_API void SetKeyHighshelfCutoffFrequency(const float InCutoffFreq);
SIGNALPROCESSING_API void SetKeyHighshelfEnabled(const bool bInEnabled);
SIGNALPROCESSING_API void SetKeyHighshelfGain(const float InGainDb);
SIGNALPROCESSING_API void SetKeyLowshelfCutoffFrequency(const float InCutoffFreq);
SIGNALPROCESSING_API void SetKeyLowshelfEnabled(const bool bInEnabled);
SIGNALPROCESSING_API void SetKeyLowshelfGain(const float InGainDb);
SIGNALPROCESSING_API void SetKeyNumChannels(const int32 InNumChannels);
SIGNALPROCESSING_API void SetNumChannels(const int32 InNumChannels);
SIGNALPROCESSING_API void SetOutputGain(const float InOutputGainDb);
SIGNALPROCESSING_API void SetChannelLinkMode(const EDynamicsProcessorChannelLinkMode InLinkMode);
SIGNALPROCESSING_API void SetAnalogMode(const bool bInIsAnalogMode);
SIGNALPROCESSING_API void SetPeakMode(const EPeakMode::Type InEnvelopeFollowerModeType);
SIGNALPROCESSING_API void SetProcessingMode(const EDynamicsProcessingMode::Type ProcessingMode);
SIGNALPROCESSING_API void ProcessAudioFrame(const float* InFrame, float* OutFrame, const float* InKeyFrame);
SIGNALPROCESSING_API void ProcessAudioFrame(const float* InFrame, float* OutFrame, const float* InKeyFrame, float* OutGain);
SIGNALPROCESSING_API void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer, const float* InKeyBuffer = nullptr, float* OutEnvelope = nullptr);
// For single channels of audio OR non-interleaved blocks of multichannel audio.
SIGNALPROCESSING_API void ProcessAudio(const float* const* const InBuffers, const int32 InNumFrames, float* const* OutBuffers, const float* const* const InKeyBuffers, float* const* OutEnvelopes);
protected:
SIGNALPROCESSING_API float ComputeGain(const float InEnvFollowerDb);
SIGNALPROCESSING_API void ComputeGains(float* InEnvFollowerDbOutGain, const int32 InNumSamples);
// Process key frame, returning true if should continue processing
// (Returns false in audition mode and writes straight to output).
SIGNALPROCESSING_API bool ProcessKeyFrame(const float* InKeyFrame, float* OutFrame, bool bKeyIsInput);
SIGNALPROCESSING_API bool IsInProcessingThreshold(const float InEnvFollowerDb) const;
// (Optional) Low-pass filter for input signal
FBiquadFilter InputLowshelfFilter;
// (Optional) High-pass filter for input signal
FBiquadFilter InputHighshelfFilter;
EDynamicsProcessingMode::Type ProcessingMode;
float SlopeFactor;
// Peak mode of envelope followers
EPeakMode::Type EnvelopeFollowerPeakMode;
// Lookahead delay lines
TArray<FIntegerDelay> LookaheadDelay;
// Envelope followers
TArray<FInlineEnvelopeFollower> EnvFollower;
// Channel values of cached detector sample
TArray<float> DetectorOuts;
// Channel values of cached gain sample
TArray<float> Gain;
// How far ahead to look in the audio
float LookaheadDelayMsec;
// The period of which the compressor decreases gain to the level determined by the compression ratio
float AttackTimeMsec;
// The period of which the compressor increases gain to 0 dB once level has fallen below the threshold
float ReleaseTimeMsec;
// Amplitude threshold above which gain will be reduced
float ThresholdDb;
// Amount of gain reduction
float Ratio;
// Defines how hard or soft the gain reduction blends from no gain reduction to gain reduction (determined by the ratio)
float HalfKneeBandwidthDb;
// Amount of input gain
float InputGain;
// Amount of output gain
float OutputGain;
// Gain of key detector signal in dB
float KeyGain;
// Sample rate of both key and input (must match)
float SampleRate;
// Whether or not input channels are linked, and if so, how to calculate gain
EDynamicsProcessorChannelLinkMode LinkMode;
// Whether or not we're in analog mode
bool bIsAnalogMode;
// Whether or not to bypass processor and only output key modulator
bool bKeyAuditionEnabled;
// Whether or not key high-pass filter is enabled
bool bKeyHighshelfEnabled;
// Whether or not key low-pass filter is enabled
bool bKeyLowshelfEnabled;
static constexpr float UpwardsCompressionMaxGain = 36.0f;
static constexpr float MaxLookaheadMsec = 100.0f;
private:
// OutBuffers is also used a temporary buffer for processing the Key.
// Thus, OutBuffers must supply enough valid memory to support it's use as a
// temporary buffer and needs to have Max(NumInputChannels, NumKeyChannels)
// buffers available.
void ProcessAudioDeinterleaveInternal(const float* const* const InBuffers, const int32 InNumFrames, float* const* OutBuffers, const float* const* const InKeyBuffers, float* const* OutEnvelopes);
int32 GetNumDelayFrames() const;
void CalculateSlope();
void CalculateKnee();
// Points in the knee used for lagrangian interpolation
struct FKneePoint
{
float X{ 0.0f };
float Y{ 0.0f };
};
TArray<FKneePoint> KneePoints;
// For optimized LagrangianInterpolation on blocks...
float Denominator0Minus1;
// For optimized LagrangianInterpolation on blocks...
float Denominator1Minus0;
};
}