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