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174 lines
4.7 KiB
C++
174 lines
4.7 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <andreas@ladybird.org>
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* Copyright (c) 2021, kleines Filmröllchen <filmroellchen@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Format.h>
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#include <AK/Math.h>
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namespace Audio {
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using AK::Exponentials::exp;
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using AK::Exponentials::log;
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// Constants for logarithmic volume. See Sample::linear_to_log
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// Corresponds to 60dB
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constexpr float DYNAMIC_RANGE = 1000;
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constexpr float VOLUME_A = 1 / DYNAMIC_RANGE;
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float const VOLUME_B = log(DYNAMIC_RANGE);
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// A single sample in an audio buffer.
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// Values are floating point, and should range from -1.0 to +1.0
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struct Sample {
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constexpr Sample() = default;
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// For mono
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constexpr explicit Sample(float left)
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: left(left)
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, right(left)
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{
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}
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// For stereo
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constexpr Sample(float left, float right)
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: left(left)
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, right(right)
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{
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}
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// Returns the absolute maximum range (separate per channel) of the given sample buffer.
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// For example { 0.8, 0 } means that samples on the left channel occupy the range { -0.8, 0.8 },
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// while all samples on the right channel are 0.
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static Sample max_range(ReadonlySpan<Sample> span)
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{
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Sample result { NumericLimits<float>::min_normal(), NumericLimits<float>::min_normal() };
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for (Sample sample : span) {
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result.left = max(result.left, AK::fabs(sample.left));
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result.right = max(result.right, AK::fabs(sample.right));
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}
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return result;
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}
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void clip()
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{
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if (left > 1)
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left = 1;
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else if (left < -1)
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left = -1;
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if (right > 1)
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right = 1;
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else if (right < -1)
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right = -1;
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}
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// Logarithmic scaling, as audio should ALWAYS do.
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// Reference: https://www.dr-lex.be/info-stuff/volumecontrols.html
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// We use the curve `factor = a * exp(b * change)`,
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// where change is the input fraction we want to change by,
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// a = 1/1000, b = ln(1000) = 6.908 and factor is the multiplier used.
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// The value 1000 represents the dynamic range in sound pressure, which corresponds to 60 dB(A).
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// This is a good dynamic range because it can represent all loudness values from
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// 30 dB(A) (barely hearable with background noise)
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// to 90 dB(A) (almost too loud to hear and about the reasonable limit of actual sound equipment).
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//
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// Format ranges:
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// - Linear: 0.0 to 1.0
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// - Logarithmic: 0.0 to 1.0
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ALWAYS_INLINE float linear_to_log(float const change) const
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{
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// TODO: Add linear slope around 0
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return VOLUME_A * exp(VOLUME_B * change);
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}
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ALWAYS_INLINE float log_to_linear(float const val) const
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{
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// TODO: Add linear slope around 0
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return log(val / VOLUME_A) / VOLUME_B;
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}
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ALWAYS_INLINE Sample& log_multiply(float const change)
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{
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float factor = linear_to_log(change);
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left *= factor;
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right *= factor;
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return *this;
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}
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ALWAYS_INLINE Sample log_multiplied(float const volume_change) const
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{
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Sample new_frame { left, right };
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new_frame.log_multiply(volume_change);
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return new_frame;
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}
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// Constant power panning
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ALWAYS_INLINE Sample& pan(float const position)
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{
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float const pi_over_2 = AK::Pi<float> * 0.5f;
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float const root_over_2 = AK::sqrt<float>(2.0) * 0.5f;
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float const angle = position * pi_over_2 * 0.5f;
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float s, c;
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AK::sincos<float>(angle, s, c);
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left *= root_over_2 * (c - s);
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right *= root_over_2 * (c + s);
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return *this;
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}
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ALWAYS_INLINE Sample panned(float const position) const
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{
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Sample new_sample { left, right };
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new_sample.pan(position);
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return new_sample;
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}
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constexpr Sample& operator*=(float const mult)
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{
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left *= mult;
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right *= mult;
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return *this;
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}
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constexpr Sample operator*(float const mult) const
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{
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return { left * mult, right * mult };
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}
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constexpr Sample& operator+=(Sample const& other)
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{
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left += other.left;
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right += other.right;
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return *this;
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}
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constexpr Sample& operator+=(float other)
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{
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left += other;
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right += other;
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return *this;
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}
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constexpr Sample operator+(Sample const& other) const
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{
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return { left + other.left, right + other.right };
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}
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float left { 0 };
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float right { 0 };
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};
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}
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namespace AK {
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template<>
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struct Formatter<Audio::Sample> : Formatter<FormatString> {
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ErrorOr<void> format(FormatBuilder& builder, Audio::Sample const& value)
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{
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return Formatter<FormatString>::format(builder, "[{}, {}]"sv, value.left, value.right);
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}
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};
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}
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