Audio::EGrainEnvelopeType

NON-UOBJECT LAYER:

Windows
MacOS
Linux

References

Module

SignalProcessing

Header

/Engine/Source/Runtime/SignalProcessing/Public/DSP/Granulator.h

Include

#include "DSP/Granulator.h"

Syntax

namespace Audio
{
    enum EGrainEnvelopeType
    {
        Rectangular,
        Triangle,
        DownwardTriangle,
        UpwardTriangle,
        ExponentialDecay,
        ExponentialIncrease,
        Gaussian,
        Hanning,
        Lanczos,
        Cosine,
        CosineSquared,
        Welch,
        Blackman,
        BlackmanHarris,
        Count,
    }
}

Values

Name

Description

Rectangular

Triangle

DownwardTriangle

UpwardTriangle

ExponentialDecay

ExponentialIncrease

Gaussian

Hanning

Lanczos

Cosine

CosineSquared

Welch

Blackman

BlackmanHarris

Count

Remarks

Any platform defines.

List of classes that that interface with Soundfield objects:

forwards

Copyright Epic Games, Inc. All Rights Reserved.

Tracks the time it takes to up the source manager (computes source buffers, source effects, sample rate conversion) The time it takes to compute the source buffers (handle decoding tasks, resampling) The time it takes to process the source buffers through their source effects The time it takes to apply channel maps and get final pre-submix source buffers The time it takes to process the HRTF effect.

The time it takes to process the master dynamics.

Sliding Window implementation which enables ranged for loop iteration over sequential input buffers of varying length.

Interfaces for Soundfield Encoding and Decoding

This set of interfaces can be implemented to add support for encoding to and decoding from a soundfield format. There are four classes that are required to implement a soundfield format:

ISoundfieldPacket: Container for a single audio callback's resulting data for the soundfield format. For example, for first order ambisonics, this would contain an interleaved buffer of floats. For a proprietary spatial audio format, this would contain a bitstream.

USoundfieldEncodingSettingsBase: These are game thread-local, inspectable settings to define how a soundfield is getting encoded. For example, this may contain the order of an ambisonics sound field.

ISoundfieldEncodingSettingsProxy: This should contain all data from USoundfieldEncodingSettingsBase that needs to be read by an encoder or transcoder stream to apply the settings from an implementation of USoundfieldEncodingSettingsBase.

ISoundfieldEncoderStream: Class that encodes interleaved audio from a set of arbitrary locations to an ISoundfieldPacket. ISoundfieldDecoderStream: Class that decodes audio from an ISoundfieldPacket to interleaved audio at a set of arbitrary locations. ISoundfieldTranscodeStream: Class that translates a soundfield stream from one type to another. ISoundfieldMixerStream: Class that sums together multiple incoming ISoundfieldPackets into one ISoundfieldPacket.

ISoundfieldFactory: Factory class that declares the name of your format and creates new encoder, decoders, transcoders and mixers as requested.

Plugin interface for Non Real-Time (NRT) Audio Analyzers.

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