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

47 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
namespace Audio
{
class ISampleRateConverter
{
public:
virtual ~ISampleRateConverter() {}
virtual void Init(const float InSampleRateRatio, const int32 InNumChannels) = 0;
// Sets the sample rate ratio and the number of frames to interpolate from the current sample rate ratio
virtual void SetSampleRateRatio(const float InSampleRateRatio, const int32 NumInterpolationFrames = 0) = 0;
/**
* Given an input buffer, the output buffer is fully sample-rate converted.
* @param InBuffer Input audio buffer
* @param InNumSamples Number of input samples.
* @param OutBuffer The output buffer of converted audio.
* @return Number of frames generated.
*/
virtual int32 ProcessFullbuffer(const int16* InBuffer, const int32 InNumSamples, TArray<float>& OutBuffer) = 0;
virtual int32 ProcessFullbuffer(const float* InBuffer, const int32 InNumSamples, TArray<float>& OutBuffer) = 0;
/**
* Process chunks of audio at a time. Saves state so can properly handle buffer boundaries. Use with Reset() to
* reset internal state before starting realtime SRC.
* @param BufferChunk Input audio buffer chunk
* @param NumInputSamples Number of input samples.
* @param RequestedFrames Number of frames requested to process
* @param OutBuffer The output buffer of converted audio.
* @return Number of frames generated.
*/
virtual int32 ProcessChunk(const int16* BufferChunk, const int32 NumInputSamples, const int32 RequestedFrames, TArray<float>& OutBuffer) = 0;
virtual int32 ProcessChunk(const float* BufferChunk, const int32 NumInputSamples, const int32 RequestedFrames, TArray<float>& OutBuffer) = 0;
// Creates a new instance
static SIGNALPROCESSING_API ISampleRateConverter* CreateSampleRateConverter();
};
}