// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "DSP/Delay.h" #include "DSP/AudioFFT.h" #include "DSP/MultithreadedPatching.h" namespace Audio { /** * This class buffers audio while maintaining a running average of the underlying buffer. * This is useful for cases where we can't use a peak detector with asymptotic tracking. * For example: lookahead limiters, silence detection, etc. */ class FMovingAverager { public: // Delay length in samples. SIGNALPROCESSING_API FMovingAverager(uint32 NumSamples); // Returns average amplitude across the internal buffer, and fills Output with the delay line output. SIGNALPROCESSING_API float ProcessInput(const float& Input, float& Output); SIGNALPROCESSING_API void SetNumSamples(uint32 NumSamples); private: FMovingAverager(); TArray AudioBuffer; int32 BufferCursor; float AccumulatedSum; // Contended by ProcessInput and SetNumSamples. FCriticalSection ProcessCriticalSection; }; /** * Vectorized version of FMovingAverager. */ class FMovingVectorAverager { public: // Delay length in samples. NumSamples must be divisible by four. SIGNALPROCESSING_API FMovingVectorAverager(uint32 NumSamples); // Returns average amplitude across the internal buffer, and fills Output with the delay line output. SIGNALPROCESSING_API float ProcessAudio(const VectorRegister4Float& Input, VectorRegister4Float& Output); private: FMovingVectorAverager(); TArray AudioBuffer; int32 BufferCursor; VectorRegister4Float AccumulatedSum; // Contended by ProcessInput and SetNumSamples. FCriticalSection ProcessCriticalSection; }; /** * This object will return buffered audio while the input signal is louder than the specified threshold, * and buffer audio when the input signal otherwise. */ class FSilenceDetection { public: // InOnsetThreshold is the minimum amplitude of a signal before we begin outputting audio, in linear gain. // InReleaseThreshold is the amplitude of the signal before we stop outputting audio, in linear gain. // AttackDurationInSamples is the amount of samples we average over when calculating our amplitude when the in audio is below the threshold. // ReleaseDurationInSamples is the amount of samples we average over when calculating our amplitude when the input audio is above the threshold. SIGNALPROCESSING_API FSilenceDetection(float InOnsetThreshold, float InReleaseThreshold, int32 AttackDurationInSamples, int32 ReleaseDurationInSamples); // Buffers InAudio and renders any non-silent audio to OutAudio. Returns the number of samples written to OutAudio. // The number of samples returned will only be less than NumSamples if the signal becomes audible mid-buffer. // We do not return partial buffers when returning from an audible state to a silent state. // This should also work in place, i.e. if InAudio == OutAudio. SIGNALPROCESSING_API int32 ProcessBuffer(const float* InAudio, float* OutAudio, int32 NumSamples); // Set the threshold of audibility, in terms of linear gain. SIGNALPROCESSING_API void SetThreshold(float InThreshold); // Returns the current estimate of the current amplitude of the input signal, in linear gain. SIGNALPROCESSING_API float GetCurrentAmplitude(); private: FSilenceDetection(); FMovingVectorAverager Averager; float ReleaseTau; float OnsetThreshold; float ReleaseThreshold; float CurrentAmplitude; bool bOnsetWasInLastBuffer; }; /** * This object accepts an input buffer and current amplitude estimate of that input buffer, * Then applies a computed gain target. Works like a standard feed forward limiter, with a threshold of 0. */ class FSlowAdaptiveGainControl { public: // InGainTarget is our target running linear gain. // InAdaptiveRate is the time it will take to respond to changes in amplitude, in numbers of buffer callbacks. // InGainMin is the most we will attenuate the input signal. // InGainMax is the most we will amplify the input signal. SIGNALPROCESSING_API FSlowAdaptiveGainControl(float InGainTarget, int32 InAdaptiveRate, float InGainMin = 0.01f, float InGainMax = 2.0f); // Takes an amplitude estimate and an input buffer, and attenuates InAudio based on it. // Returns the linear gain applied to InAudio. SIGNALPROCESSING_API float ProcessAudio(float* InAudio, int32 NumSamples, float InAmplitude); // Sets the responsiveness of the adaptive gain control, in number of buffer callbacks. SIGNALPROCESSING_API void SetAdaptiveRate(int32 InAdaptiveRate); private: FSlowAdaptiveGainControl(); float GetTargetGain(float InAmplitude); FMovingAverager PeakDetector; float GainTarget; float PreviousGain; float GainMin; float GainMax; }; }