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

72 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DSP/Delay.h"
#include "DSP/LFO.h"
#include "DSP/Filter.h"
namespace Audio
{
class FPhaser
{
public:
SIGNALPROCESSING_API FPhaser();
SIGNALPROCESSING_API ~FPhaser();
SIGNALPROCESSING_API void Init(const float SampleRate, const int32 InNumChannels);
// Sets the phaser LFO rate
SIGNALPROCESSING_API void SetFrequency(const float InFreqHz);
// Sets the wet level of the phaser
SIGNALPROCESSING_API void SetWetLevel(const float InWetLevel);
// Sets the feedback of the phaser
SIGNALPROCESSING_API void SetFeedback(const float InFeedback);
// Sets the phaser LFO type
SIGNALPROCESSING_API void SetLFOType(const ELFO::Type LFOType);
// Sets whether or not to put the phaser in quadrature mode
SIGNALPROCESSING_API void SetQuadPhase(const bool bQuadPhase);
// Process an audio frame
SIGNALPROCESSING_API void ProcessAudioFrame(const float* InFrame, float* OutFrame);
// Process an audio buffer.
SIGNALPROCESSING_API void ProcessAudio(const float* InBuffer, const int32 InNumSamples, float* OutBuffer);
protected:
SIGNALPROCESSING_API void ComputeNewCoefficients(const int32 ChannelIndex, const float LFOValue);
// First-order all-pass filters in series
static const int32 NumApfs = 6;
static const int32 MaxNumChannels = 2;
int32 ControlSampleCount;
int32 ControlRate;
float Frequency;
float WetLevel;
float Feedback;
ELFO::Type LFOType;
// 6 APFs per channel
FBiquadFilter APFs[MaxNumChannels][NumApfs];
FVector2D APFFrequencyRanges[NumApfs];
// Feedback samples
float FeedbackFrame[MaxNumChannels];
FLFO LFO;
// Number of channels actually used
int32 NumChannels;
bool bIsBiquadPhase;
};
}