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// Fill out your copyright notice in the Description page of Project Settings.
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#include "RenderWaveform.h"
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// KISS Headers, that we need for the decompression part
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#include "ThirdParty/Kiss_FFT/kiss_fft129/kiss_fft.h"
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#include "ThirdParty/Kiss_FFT/kiss_fft129/tools/kiss_fftnd.h"
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bool bNormalizeOutputToDb = false;
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bool bShowLogDebug = false;
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bool bShowWarningDebug = false;
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bool bShowErrorDebug = false;
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// Log Category
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DECLARE_LOG_CATEGORY_EXTERN(LogRenderWave, Log, All);
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// Short Defines to faster debug
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#define PrintLog(TextToLog) if(bShowLogDebug) UE_LOG(LogRenderWave, Log, TextToLog)
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#define PrintWarning(TextToLog) if(bShowWarningDebug) UE_LOG(LogRenderWave, Warning, TextToLog)
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#define PrintError(TextToLog) if(bShowErrorDebug) UE_LOG(LogRenderWave, Error, TextToLog)
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#include "Sound/SoundWave.h"
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#include "AudioDevice.h"
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#include "Runtime/Engine/Public/VorbisAudioInfo.h"
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#include "Developer/TargetPlatform/Public/Interfaces/IAudioFormat.h"
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DEFINE_LOG_CATEGORY(LogRenderWave);
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//float GetFFTInValue(const int16 InSampleValue, const int16 InSampleIndex, const int16 InSampleCount)
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//{
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// float FFTValue = InSampleValue;
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//
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// // Apply the Hann window
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// FFTValue *= 0.5f * (1 - FMath::Cos(2 * PI * InSampleIndex / (InSampleCount - 1)));
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//
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// return FFTValue;
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//}
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void CalculateFrequencySpectrum(USoundWave* InSoundWaveRef, const float InStartTime, const float InDuration, TArray<float>& OutFrequencies)
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{
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// Clear the Array before continuing
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OutFrequencies.Empty();
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const int32 NumChannels = InSoundWaveRef->NumChannels;
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const int32 SampleRate = InSoundWaveRef->SampleRate;
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// Make sure the Number of Channels is correct
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if (NumChannels > 0 && NumChannels <= 2)
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{
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// Check if we actually have a Buffer to work with
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if (InSoundWaveRef->CachedRealtimeFirstBuffer)
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{
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// The first sample is just the StartTime * SampleRate
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int32 FirstSample = SampleRate * InStartTime;
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// The last sample is the SampleRate times (StartTime plus the Duration)
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int32 LastSample = SampleRate * (InStartTime + InDuration);
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// Get Maximum amount of samples in this Sound
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const int32 SampleCount = InSoundWaveRef->RawPCMDataSize / (2 * NumChannels);
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// An early check if we can create a Sample window
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FirstSample = FMath::Min(SampleCount, FirstSample);
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LastSample = FMath::Min(SampleCount, LastSample);
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// Actual amount of samples we gonna read
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int32 SamplesToRead = LastSample - FirstSample;
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if (SamplesToRead < 0) {
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PrintError(TEXT("Number of SamplesToRead is < 0!"));
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return;
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}
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// Shift the window enough so that we get a PowerOfTwo. FFT works better with that
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int32 PoT = 2;
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while (SamplesToRead > PoT) {
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PoT *= 2;
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}
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// Now we have a good PowerOfTwo to work with
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SamplesToRead = PoT;
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// Create two 2-dim Arrays for complex numbers | Buffer and Output
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kiss_fft_cpx* Buffer[2] = {0};
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kiss_fft_cpx* Output[2] = {0};
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// Create 1-dim Array with one slot for SamplesToRead
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int32 Dims[1] = {SamplesToRead};
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// alloc once and forget, should probably move to a init/deinit func
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static kiss_fftnd_cfg STF = kiss_fftnd_alloc(Dims, 1, 0, nullptr, nullptr);
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int16* SamplePtr = reinterpret_cast<int16*>(InSoundWaveRef->CachedRealtimeFirstBuffer);
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// Allocate space in the Buffer and Output Arrays for all the data that FFT returns
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for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ChannelIndex++)
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{
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Buffer[ChannelIndex] = (kiss_fft_cpx*)KISS_FFT_MALLOC(sizeof(kiss_fft_cpx) * SamplesToRead);
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Output[ChannelIndex] = (kiss_fft_cpx*)KISS_FFT_MALLOC(sizeof(kiss_fft_cpx) * SamplesToRead);
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}
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// Shift our SamplePointer to the Current "FirstSample"
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SamplePtr += FirstSample * NumChannels;
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float precomputeMultiplier = 2.f * PI / (SamplesToRead - 1);
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for (int32 SampleIndex = 0; SampleIndex < SamplesToRead; SampleIndex++)
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{
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float rMult = 0.f;
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if (SamplePtr != NULL && (SampleIndex + FirstSample < SampleCount))
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{
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rMult = 0.5f * (1.f - FMath::Cos(precomputeMultiplier * SampleIndex));
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}
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for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ChannelIndex++)
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{
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// Make sure the Point is Valid and we don't go out of bounds
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if (SamplePtr != NULL && (SampleIndex + FirstSample < SampleCount))
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{
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// Use Window function to get a better result for the Data (Hann Window)
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Buffer[ChannelIndex][SampleIndex].r = rMult * (*SamplePtr);
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}
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else
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{
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Buffer[ChannelIndex][SampleIndex].r = 0.f;
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}
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Buffer[ChannelIndex][SampleIndex].i = 0.f;
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// Take the next Sample
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SamplePtr++;
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}
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}
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// Now that the Buffer is filled, use the FFT
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for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ChannelIndex++)
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{
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if (Buffer[ChannelIndex])
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{
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kiss_fftnd(STF, Buffer[ChannelIndex], Output[ChannelIndex]);
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}
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}
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OutFrequencies.AddZeroed(SamplesToRead);
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for (int32 SampleIndex = 0; SampleIndex < SamplesToRead; ++SampleIndex)
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{
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float ChannelSum = 0.0f;
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for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
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{
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if (Output[ChannelIndex])
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{
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// With this we get the actual Frequency value for the frequencies from 0hz to ~22000hz
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ChannelSum += FMath::Sqrt(FMath::Square(Output[ChannelIndex][SampleIndex].r) + FMath::Square(Output[ChannelIndex][SampleIndex].i));
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}
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}
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if (bNormalizeOutputToDb)
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{
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OutFrequencies[SampleIndex] = FMath::LogX(10, ChannelSum / NumChannels) * 10;
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} else
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{
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OutFrequencies[SampleIndex] = ChannelSum / NumChannels;
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}
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}
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// Make sure to free up the FFT stuff
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// KISS_FFT_FREE(STF);
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for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
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{
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KISS_FFT_FREE(Buffer[ChannelIndex]);
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KISS_FFT_FREE(Output[ChannelIndex]);
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}
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} else {
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PrintError(TEXT("InSoundVisData.PCMData is a nullptr!"));
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}
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} else {
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PrintError(TEXT("Number of Channels is < 0!"));
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}
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}
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void URenderWaveform::BP_RenderWaveform(USoundWave* InSoundWaveRef, UProceduralMeshComponent* Mesh, float InSongPosition, int SizeX){
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if (!IsValid(InSoundWaveRef)){
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return;
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}
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if (!IsValid(Mesh)){
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return;
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}
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int nbVert = Mesh->GetProcMeshSection(0)->ProcVertexBuffer.Num();
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bool valid;
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TArray<FVector> Vertices;
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TArray<FVector> Normals;
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TArray<FVector2D> UV0;
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TArray<FLinearColor> VertexColors;
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TArray<FProcMeshTangent> Tangents;
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Vertices.AddDefaulted(nbVert);
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Normals.Init(FVector(0.0f, 0.0f, 1.0f), nbVert);
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UV0.AddDefaulted(nbVert);
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VertexColors.AddDefaulted(nbVert);
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Tangents.Init(FProcMeshTangent(1.0f, 0.0f, 0.0f), nbVert);
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for (size_t i = 0; i < 160; ++i){
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float duration = (1 / 64.f);
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float startTime = duration * i + InSongPosition;
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valid = true;
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if (startTime < 0.0f || startTime >= InSoundWaveRef->Duration || startTime + duration >= InSoundWaveRef->Duration) {
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valid = false;
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}
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TArray<float> results;
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if (valid) CalculateFrequencySpectrum(InSoundWaveRef, startTime, duration, results);
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for (size_t j = 0; j < 64; ++j){
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float height;
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if (valid) height = results[j * 8.f] / 50000.f;
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else height = 0;
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Vertices[To1D(i, j, SizeX)] = FVector(i, j, height);
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VertexColors[To1D(i, j, SizeX)] = FLinearColor(height, 0.0f, 0.0f);
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}
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}
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Mesh->UpdateMeshSection_LinearColor(0, Vertices, Normals, UV0, VertexColors, Tangents);
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return;
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}
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void URenderWaveform::BP_GenerateSpectrogramMesh(UProceduralMeshComponent* Mesh, int SizeX, int SizeY)
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{
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if (!IsValid(Mesh) || SizeX <= 0 || SizeY <= 0) {
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return;
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}
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TArray<FVector> Vertices;
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TArray<int> Faces;
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TArray<FVector> Normals;
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TArray<FVector2D> UV0;
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TArray<FLinearColor> VertexColors;
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TArray<FProcMeshTangent> Tangents;
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Vertices.AddDefaulted(SizeX * SizeY);
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Normals.AddDefaulted(SizeX * SizeY);
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UV0.AddDefaulted(SizeX * SizeY);
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VertexColors.AddDefaulted(SizeX * SizeY);
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Tangents.AddDefaulted(SizeX * SizeY);
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Faces.AddZeroed((SizeX - 1) * (SizeY - 1) * 6);
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for (int j = 0; j < SizeY; ++j)
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{
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for (int i = 0; i < SizeX; ++i)
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{
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Vertices[To1D(i, j, SizeX)] = FVector(i,j, 0.0f);
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Normals[To1D(i, j, SizeX)] = FVector(0.0f, 0.0f, 1.0f);
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UV0[To1D(i, j, SizeX)] = FVector2D(0.0f, 0.0f);
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VertexColors[To1D(i, j, SizeX)] = FLinearColor(0.0f, 0.0f, 0.0f);
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Tangents[To1D(i, j, SizeX)] = FProcMeshTangent(1.0f, 0.0f, 0.0f);
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}
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}
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for (int j = 0; j < SizeY - 1; ++j)
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{
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for (int i = 0; i < SizeX - 1; ++i)
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{
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Faces[To1D(i, j, SizeX - 1) * 6] = To1D(i, j, SizeX);
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Faces[To1D(i, j, SizeX - 1) * 6 + 1] = To1D(i, j + 1, SizeX);
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Faces[To1D(i, j, SizeX - 1) * 6 + 2] = To1D(i + 1, j, SizeX);
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Faces[To1D(i, j, SizeX - 1) * 6 + 3] = To1D(i + 1, j, SizeX);
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Faces[To1D(i, j, SizeX - 1) * 6 + 4] = To1D(i, j + 1, SizeX);
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Faces[To1D(i, j, SizeX - 1) * 6 + 5] = To1D(i + 1, j + 1, SizeX);
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}
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}
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Mesh->CreateMeshSection_LinearColor(0, Vertices, Faces, Normals, UV0, VertexColors, Tangents, false);
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}
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int URenderWaveform::To1D(int x, int y, int sizeX)
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{
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return (sizeX * y) + x;
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}
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