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349 lines
15 KiB
C++
349 lines
15 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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///
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/// SoundTouch - main class for tempo/pitch/rate adjusting routines.
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///
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/// Notes:
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/// - Initialize the SoundTouch object instance by setting up the sound stream
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/// parameters with functions 'setSampleRate' and 'setChannels', then set
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/// desired tempo/pitch/rate settings with the corresponding functions.
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///
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/// - The SoundTouch class behaves like a first-in-first-out pipeline: The
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/// samples that are to be processed are fed into one of the pipe by calling
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/// function 'putSamples', while the ready processed samples can be read
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/// from the other end of the pipeline with function 'receiveSamples'.
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///
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/// - The SoundTouch processing classes require certain sized 'batches' of
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/// samples in order to process the sound. For this reason the classes buffer
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/// incoming samples until there are enough of samples available for
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/// processing, then they carry out the processing step and consequently
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/// make the processed samples available for outputting.
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///
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/// - For the above reason, the processing routines introduce a certain
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/// 'latency' between the input and output, so that the samples input to
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/// SoundTouch may not be immediately available in the output, and neither
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/// the amount of outputtable samples may not immediately be in direct
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/// relationship with the amount of previously input samples.
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///
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/// - The tempo/pitch/rate control parameters can be altered during processing.
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/// Please notice though that they aren't currently protected by semaphores,
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/// so in multi-thread application external semaphore protection may be
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/// required.
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///
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/// - This class utilizes classes 'TDStretch' for tempo change (without modifying
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/// pitch) and 'RateTransposer' for changing the playback rate (that is, both
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/// tempo and pitch in the same ratio) of the sound. The third available control
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/// 'pitch' (change pitch but maintain tempo) is produced by a combination of
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/// combining the two other controls.
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///
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/// Author : Copyright (c) Olli Parviainen
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/// Author e-mail : oparviai 'at' iki.fi
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/// SoundTouch WWW: http://www.surina.net/soundtouch
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///
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////////////////////////////////////////////////////////////////////////////////
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//
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// License :
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//
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// SoundTouch audio processing library
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// Copyright (c) Olli Parviainen
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////
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#ifndef SoundTouch_H
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#define SoundTouch_H
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#include "FIFOSamplePipe.h"
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#include "STTypes.h"
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namespace soundtouch
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{
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/// Soundtouch library version string
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#define SOUNDTOUCH_VERSION "2.3.2"
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/// SoundTouch library version id
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#define SOUNDTOUCH_VERSION_ID (20302)
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//
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// Available setting IDs for the 'setSetting' & 'get_setting' functions:
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/// Enable/disable anti-alias filter in pitch transposer (0 = disable)
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#define SETTING_USE_AA_FILTER 0
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/// Pitch transposer anti-alias filter length (8 .. 128 taps, default = 32)
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#define SETTING_AA_FILTER_LENGTH 1
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/// Enable/disable quick seeking algorithm in tempo changer routine
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/// (enabling quick seeking lowers CPU utilization but causes a minor sound
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/// quality compromising)
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#define SETTING_USE_QUICKSEEK 2
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/// Time-stretch algorithm single processing sequence length in milliseconds. This determines
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/// to how long sequences the original sound is chopped in the time-stretch algorithm.
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/// See "STTypes.h" or README for more information.
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#define SETTING_SEQUENCE_MS 3
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/// Time-stretch algorithm seeking window length in milliseconds for algorithm that finds the
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/// best possible overlapping location. This determines from how wide window the algorithm
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/// may look for an optimal joining location when mixing the sound sequences back together.
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/// See "STTypes.h" or README for more information.
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#define SETTING_SEEKWINDOW_MS 4
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/// Time-stretch algorithm overlap length in milliseconds. When the chopped sound sequences
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/// are mixed back together, to form a continuous sound stream, this parameter defines over
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/// how long period the two consecutive sequences are let to overlap each other.
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/// See "STTypes.h" or README for more information.
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#define SETTING_OVERLAP_MS 5
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/// Call "getSetting" with this ID to query processing sequence size in samples.
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/// This value gives approximate value of how many input samples you'll need to
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/// feed into SoundTouch after initial buffering to get out a new batch of
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/// output samples.
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///
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/// This value does not include initial buffering at beginning of a new processing
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/// stream, use SETTING_INITIAL_LATENCY to get the initial buffering size.
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///
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/// Notices:
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/// - This is read-only parameter, i.e. setSetting ignores this parameter
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/// - This parameter value is not constant but change depending on
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/// tempo/pitch/rate/samplerate settings.
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#define SETTING_NOMINAL_INPUT_SEQUENCE 6
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/// Call "getSetting" with this ID to query nominal average processing output
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/// size in samples. This value tells approcimate value how many output samples
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/// SoundTouch outputs once it does DSP processing run for a batch of input samples.
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///
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/// Notices:
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/// - This is read-only parameter, i.e. setSetting ignores this parameter
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/// - This parameter value is not constant but change depending on
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/// tempo/pitch/rate/samplerate settings.
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#define SETTING_NOMINAL_OUTPUT_SEQUENCE 7
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/// Call "getSetting" with this ID to query initial processing latency, i.e.
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/// approx. how many samples you'll need to enter to SoundTouch pipeline before
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/// you can expect to get first batch of ready output samples out.
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///
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/// After the first output batch, you can then expect to get approx.
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/// SETTING_NOMINAL_OUTPUT_SEQUENCE ready samples out for every
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/// SETTING_NOMINAL_INPUT_SEQUENCE samples that you enter into SoundTouch.
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///
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/// Example:
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/// processing with parameter -tempo=5
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/// => initial latency = 5509 samples
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/// input sequence = 4167 samples
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/// output sequence = 3969 samples
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///
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/// Accordingly, you can expect to feed in approx. 5509 samples at beginning of
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/// the stream, and then you'll get out the first 3969 samples. After that, for
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/// every approx. 4167 samples that you'll put in, you'll receive again approx.
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/// 3969 samples out.
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///
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/// This also means that average latency during stream processing is
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/// INITIAL_LATENCY-OUTPUT_SEQUENCE/2, in the above example case 5509-3969/2
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/// = 3524 samples
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///
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/// Notices:
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/// - This is read-only parameter, i.e. setSetting ignores this parameter
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/// - This parameter value is not constant but change depending on
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/// tempo/pitch/rate/samplerate settings.
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#define SETTING_INITIAL_LATENCY 8
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class SoundTouch : public FIFOProcessor
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{
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private:
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/// Rate transposer class instance
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class RateTransposer *pRateTransposer;
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/// Time-stretch class instance
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class TDStretch *pTDStretch;
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/// Virtual pitch parameter. Effective rate & tempo are calculated from these parameters.
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double virtualRate;
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/// Virtual pitch parameter. Effective rate & tempo are calculated from these parameters.
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double virtualTempo;
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/// Virtual pitch parameter. Effective rate & tempo are calculated from these parameters.
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double virtualPitch;
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/// Flag: Has sample rate been set?
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bool bSrateSet;
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/// Accumulator for how many samples in total will be expected as output vs. samples put in,
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/// considering current processing settings.
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double samplesExpectedOut;
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/// Accumulator for how many samples in total have been read out from the processing so far
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long samplesOutput;
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/// Calculates effective rate & tempo valuescfrom 'virtualRate', 'virtualTempo' and
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/// 'virtualPitch' parameters.
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void calcEffectiveRateAndTempo();
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protected :
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/// Number of channels
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uint channels;
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/// Effective 'rate' value calculated from 'virtualRate', 'virtualTempo' and 'virtualPitch'
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double rate;
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/// Effective 'tempo' value calculated from 'virtualRate', 'virtualTempo' and 'virtualPitch'
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double tempo;
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public:
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SoundTouch();
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virtual ~SoundTouch() override;
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/// Get SoundTouch library version string
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static const char *getVersionString();
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/// Get SoundTouch library version Id
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static uint getVersionId();
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/// Sets new rate control value. Normal rate = 1.0, smaller values
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/// represent slower rate, larger faster rates.
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void setRate(double newRate);
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/// Sets new tempo control value. Normal tempo = 1.0, smaller values
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/// represent slower tempo, larger faster tempo.
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void setTempo(double newTempo);
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/// Sets new rate control value as a difference in percents compared
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/// to the original rate (-50 .. +100 %)
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void setRateChange(double newRate);
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/// Sets new tempo control value as a difference in percents compared
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/// to the original tempo (-50 .. +100 %)
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void setTempoChange(double newTempo);
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/// Sets new pitch control value. Original pitch = 1.0, smaller values
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/// represent lower pitches, larger values higher pitch.
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void setPitch(double newPitch);
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/// Sets pitch change in octaves compared to the original pitch
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/// (-1.00 .. +1.00)
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void setPitchOctaves(double newPitch);
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/// Sets pitch change in semi-tones compared to the original pitch
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/// (-12 .. +12)
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void setPitchSemiTones(int newPitch);
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void setPitchSemiTones(double newPitch);
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/// Sets the number of channels, 1 = mono, 2 = stereo
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void setChannels(uint numChannels);
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/// Sets sample rate.
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void setSampleRate(uint srate);
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/// Get ratio between input and output audio durations, useful for calculating
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/// processed output duration: if you'll process a stream of N samples, then
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/// you can expect to get out N * getInputOutputSampleRatio() samples.
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///
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/// This ratio will give accurate target duration ratio for a full audio track,
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/// given that the the whole track is processed with same processing parameters.
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///
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/// If this ratio is applied to calculate intermediate offsets inside a processing
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/// stream, then this ratio is approximate and can deviate +- some tens of milliseconds
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/// from ideal offset, yet by end of the audio stream the duration ratio will become
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/// exact.
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///
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/// Example: if processing with parameters "-tempo=15 -pitch=-3", the function
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/// will return value 0.8695652... Now, if processing an audio stream whose duration
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/// is exactly one million audio samples, then you can expect the processed
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/// output duration be 0.869565 * 1000000 = 869565 samples.
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double getInputOutputSampleRatio();
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/// Flushes the last samples from the processing pipeline to the output.
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/// Clears also the internal processing buffers.
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//
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/// Note: This function is meant for extracting the last samples of a sound
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/// stream. This function may introduce additional blank samples in the end
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/// of the sound stream, and thus it's not recommended to call this function
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/// in the middle of a sound stream.
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void flush();
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/// Adds 'numSamples' pcs of samples from the 'samples' memory position into
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/// the input of the object. Notice that sample rate _has_to_ be set before
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/// calling this function, otherwise throws a runtime_error exception.
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virtual void putSamples(
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const SAMPLETYPE *samples, ///< Pointer to sample buffer.
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uint numSamples ///< Number of samples in buffer. Notice
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///< that in case of stereo-sound a single sample
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///< contains data for both channels.
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) override;
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/// Output samples from beginning of the sample buffer. Copies requested samples to
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/// output buffer and removes them from the sample buffer. If there are less than
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/// 'numsample' samples in the buffer, returns all that available.
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///
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/// \return Number of samples returned.
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virtual uint receiveSamples(SAMPLETYPE *output, ///< Buffer where to copy output samples.
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uint maxSamples ///< How many samples to receive at max.
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) override;
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/// Adjusts book-keeping so that given number of samples are removed from beginning of the
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/// sample buffer without copying them anywhere.
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///
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/// Used to reduce the number of samples in the buffer when accessing the sample buffer directly
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/// with 'ptrBegin' function.
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virtual uint receiveSamples(uint maxSamples ///< Remove this many samples from the beginning of pipe.
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) override;
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/// Clears all the samples in the object's output and internal processing
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/// buffers.
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virtual void clear() override;
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/// Changes a setting controlling the processing system behaviour. See the
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/// 'SETTING_...' defines for available setting ID's.
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///
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/// \return 'true' if the setting was successfully changed
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bool setSetting(int settingId, ///< Setting ID number. see SETTING_... defines.
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int value ///< New setting value.
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);
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/// Reads a setting controlling the processing system behaviour. See the
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/// 'SETTING_...' defines for available setting ID's.
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///
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/// \return the setting value.
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int getSetting(int settingId ///< Setting ID number, see SETTING_... defines.
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) const;
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/// Returns number of samples currently unprocessed.
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virtual uint numUnprocessedSamples() const;
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/// Return number of channels
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uint numChannels() const
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{
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return channels;
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}
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/// Other handy functions that are implemented in the ancestor classes (see
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/// classes 'FIFOProcessor' and 'FIFOSamplePipe')
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///
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/// - receiveSamples() : Use this function to receive 'ready' processed samples from SoundTouch.
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/// - numSamples() : Get number of 'ready' samples that can be received with
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/// function 'receiveSamples()'
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/// - isEmpty() : Returns nonzero if there aren't any 'ready' samples.
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/// - clear() : Clears all samples from ready/processing buffers.
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};
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}
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#endif
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