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