63 lines
1.6 KiB
C++
63 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DSP/Osc.h"
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namespace Audio
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{
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// Foldback distortion effect
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// https://en.wikipedia.org/wiki/Foldback_(power_supply_design)
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class FFoldbackDistortion
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{
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public:
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// Constructor
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SIGNALPROCESSING_API FFoldbackDistortion();
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// Destructor
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SIGNALPROCESSING_API ~FFoldbackDistortion();
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// Initialize the equalizer
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SIGNALPROCESSING_API void Init(const float InSampleRate, const int32 InNumChannels);
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// Sets the foldback distortion threshold
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SIGNALPROCESSING_API void SetThresholdDb(const float InThresholdDb);
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// Sets the input gain
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SIGNALPROCESSING_API void SetInputGainDb(const float InInputGainDb);
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// Sets the output gain
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SIGNALPROCESSING_API void SetOutputGainDb(const float InOutputGainDb);
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// Processes a single audio sample
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SIGNALPROCESSING_API float ProcessAudioSample(const float InSample);
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// Processes a mono stream
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SIGNALPROCESSING_API void ProcessAudioFrame(const float* InFrame, float* OutFrame);
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// Processes a stereo stream
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SIGNALPROCESSING_API void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer);
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private:
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// Threshold to check before folding audio back on itself
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float Threshold;
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// Threshold times 2
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float Threshold2;
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// Threshold time 4
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float Threshold4;
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// Input gain used to force hitting the threshold
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float InputGain;
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// A final gain scaler to apply to the output
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float OutputGain;
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// How many channels we expect the audio intput to be.
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int32 NumChannels;
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};
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}
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