////////////////////////////////////////////////////////////////////////////// /// /// SoundTouch - main class for tempo/pitch/rate adjusting routines. /// /// Notes: /// - Initialize the SoundTouch object instance by setting up the sound stream /// parameters with functions 'setSampleRate' and 'setChannels', then set /// desired tempo/pitch/rate settings with the corresponding functions. /// /// - The SoundTouch class behaves like a first-in-first-out pipeline: The /// samples that are to be processed are fed into one of the pipe by calling /// function 'putSamples', while the ready processed samples can be read /// from the other end of the pipeline with function 'receiveSamples'. /// /// - The SoundTouch processing classes require certain sized 'batches' of /// samples in order to process the sound. For this reason the classes buffer /// incoming samples until there are enough of samples available for /// processing, then they carry out the processing step and consequently /// make the processed samples available for outputting. /// /// - For the above reason, the processing routines introduce a certain /// 'latency' between the input and output, so that the samples input to /// SoundTouch may not be immediately available in the output, and neither /// the amount of outputtable samples may not immediately be in direct /// relationship with the amount of previously input samples. /// /// - The tempo/pitch/rate control parameters can be altered during processing. /// Please notice though that they aren't currently protected by semaphores, /// so in multi-thread application external semaphore protection may be /// required. /// /// - This class utilizes classes 'TDStretch' for tempo change (without modifying /// pitch) and 'RateTransposer' for changing the playback rate (that is, both /// tempo and pitch in the same ratio) of the sound. The third available control /// 'pitch' (change pitch but maintain tempo) is produced by a combination of /// combining the two other controls. /// /// Author : Copyright (c) Olli Parviainen /// Author e-mail : oparviai 'at' iki.fi /// SoundTouch WWW: http://www.surina.net/soundtouch /// //////////////////////////////////////////////////////////////////////////////// // // License : // // SoundTouch audio processing library // Copyright (c) Olli Parviainen // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // ////////////////////////////////////////////////////////////////////////////////
#ifndef SoundTouch_H #define SoundTouch_H
#include"FIFOSamplePipe.h" #include"STTypes.h"
namespace soundtouch
{
/// Soundtouch library version string #define SOUNDTOUCH_VERSION "2.2"
/// SoundTouch library version id #define SOUNDTOUCH_VERSION_ID (20200)
// // Available setting IDs for the 'setSetting' & 'get_setting' functions:
/// Enable/disable quick seeking algorithm in tempo changer routine /// (enabling quick seeking lowers CPU utilization but causes a minor sound /// quality compromising) #define SETTING_USE_QUICKSEEK 2
/// Time-stretch algorithm single processing sequence length in milliseconds. This determines /// to how long sequences the original sound is chopped in the time-stretch algorithm. /// See "STTypes.h" or README for more information. #define SETTING_SEQUENCE_MS 3
/// Time-stretch algorithm seeking window length in milliseconds for algorithm that finds the /// best possible overlapping location. This determines from how wide window the algorithm /// may look for an optimal joining location when mixing the sound sequences back together. /// See "STTypes.h" or README for more information. #define SETTING_SEEKWINDOW_MS 4
/// Time-stretch algorithm overlap length in milliseconds. When the chopped sound sequences /// are mixed back together, to form a continuous sound stream, this parameter defines over /// how long period the two consecutive sequences are let to overlap each other. /// See "STTypes.h" or README for more information. #define SETTING_OVERLAP_MS 5
/// Call "getSetting" with this ID to query processing sequence size in samples. /// This value gives approximate value of how many input samples you'll need to /// feed into SoundTouch after initial buffering to get out a new batch of /// output samples. /// /// This value does not include initial buffering at beginning of a new processing /// stream, use SETTING_INITIAL_LATENCY to get the initial buffering size. /// /// Notices: /// - This is read-only parameter, i.e. setSetting ignores this parameter /// - This parameter value is not constant but change depending on /// tempo/pitch/rate/samplerate settings. #define SETTING_NOMINAL_INPUT_SEQUENCE 6
/// Call "getSetting" with this ID to query nominal average processing output /// size in samples. This value tells approcimate value how many output samples /// SoundTouch outputs once it does DSP processing run for a batch of input samples. /// /// Notices: /// - This is read-only parameter, i.e. setSetting ignores this parameter /// - This parameter value is not constant but change depending on /// tempo/pitch/rate/samplerate settings. #define SETTING_NOMINAL_OUTPUT_SEQUENCE 7
/// Call "getSetting" with this ID to query initial processing latency, i.e. /// approx. how many samples you'll need to enter to SoundTouch pipeline before /// you can expect to get first batch of ready output samples out. /// /// After the first output batch, you can then expect to get approx. /// SETTING_NOMINAL_OUTPUT_SEQUENCE ready samples out for every /// SETTING_NOMINAL_INPUT_SEQUENCE samples that you enter into SoundTouch. /// /// Example: /// processing with parameter -tempo=5 /// => initial latency = 5509 samples /// input sequence = 4167 samples /// output sequence = 3969 samples /// /// Accordingly, you can expect to feed in approx. 5509 samples at beginning of /// the stream, and then you'll get out the first 3969 samples. After that, for /// every approx. 4167 samples that you'll put in, you'll receive again approx. /// 3969 samples out. /// /// This also means that average latency during stream processing is /// INITIAL_LATENCY-OUTPUT_SEQUENCE/2, in the above example case 5509-3969/2 /// = 3524 samples /// /// Notices: /// - This is read-only parameter, i.e. setSetting ignores this parameter /// - This parameter value is not constant but change depending on /// tempo/pitch/rate/samplerate settings. #define SETTING_INITIAL_LATENCY 8
class SoundTouch : public FIFOProcessor
{ private: /// Rate transposer class instance class RateTransposer *pRateTransposer;
/// Time-stretch class instance class TDStretch *pTDStretch;
/// Virtual pitch parameter. Effective rate & tempo are calculated from these parameters. double virtualRate;
/// Virtual pitch parameter. Effective rate & tempo are calculated from these parameters. double virtualTempo;
/// Virtual pitch parameter. Effective rate & tempo are calculated from these parameters. double virtualPitch;
/// Flag: Has sample rate been set? bool bSrateSet;
/// Accumulator for how many samples in total will be expected as output vs. samples put in, /// considering current processing settings. double samplesExpectedOut;
/// Accumulator for how many samples in total have been read out from the processing so far long samplesOutput;
/// Calculates effective rate & tempo valuescfrom 'virtualRate', 'virtualTempo' and /// 'virtualPitch' parameters. void calcEffectiveRateAndTempo();
protected : /// Number of channels
uint channels;
/// Effective 'rate' value calculated from 'virtualRate', 'virtualTempo' and 'virtualPitch' double rate;
/// Effective 'tempo' value calculated from 'virtualRate', 'virtualTempo' and 'virtualPitch' double tempo;
public:
SoundTouch(); virtual ~SoundTouch();
/// Get SoundTouch library version string staticconstchar *getVersionString();
/// Get SoundTouch library version Id static uint getVersionId();
/// Sets new rate control value. Normal rate = 1.0, smaller values /// represent slower rate, larger faster rates. void setRate(double newRate);
/// Sets new tempo control value. Normal tempo = 1.0, smaller values /// represent slower tempo, larger faster tempo. void setTempo(double newTempo);
/// Sets new rate control value as a difference in percents compared /// to the original rate (-50 .. +100 %) void setRateChange(double newRate);
/// Sets new tempo control value as a difference in percents compared /// to the original tempo (-50 .. +100 %) void setTempoChange(double newTempo);
/// Sets new pitch control value. Original pitch = 1.0, smaller values /// represent lower pitches, larger values higher pitch. void setPitch(double newPitch);
/// Sets pitch change in octaves compared to the original pitch /// (-1.00 .. +1.00) void setPitchOctaves(double newPitch);
/// Sets pitch change in semi-tones compared to the original pitch /// (-12 .. +12) void setPitchSemiTones(int newPitch); void setPitchSemiTones(double newPitch);
/// Sets the number of channels, 1 = mono, 2 = stereo void setChannels(uint numChannels);
/// Get ratio between input and output audio durations, useful for calculating /// processed output duration: if you'll process a stream of N samples, then /// you can expect to get out N * getInputOutputSampleRatio() samples. /// /// This ratio will give accurate target duration ratio for a full audio track, /// given that the the whole track is processed with same processing parameters. /// /// If this ratio is applied to calculate intermediate offsets inside a processing /// stream, then this ratio is approximate and can deviate +- some tens of milliseconds /// from ideal offset, yet by end of the audio stream the duration ratio will become /// exact. /// /// Example: if processing with parameters "-tempo=15 -pitch=-3", the function /// will return value 0.8695652... Now, if processing an audio stream whose duration /// is exactly one million audio samples, then you can expect the processed /// output duration be 0.869565 * 1000000 = 869565 samples. double getInputOutputSampleRatio();
/// Flushes the last samples from the processing pipeline to the output. /// Clears also the internal processing buffers. // /// Note: This function is meant for extracting the last samples of a sound /// stream. This function may introduce additional blank samples in the end /// of the sound stream, and thus it's not recommended to call this function /// in the middle of a sound stream. void flush();
/// Adds 'numSamples' pcs of samples from the 'samples' memory position into /// the input of the object. Notice that sample rate _has_to_ be set before /// calling this function, otherwise throws a runtime_error exception. virtualvoid putSamples( const SAMPLETYPE *samples, ///< Pointer to sample buffer.
uint numSamples ///< Number of samples in buffer. Notice ///< that in case of stereo-sound a single sample ///< contains data for both channels.
);
/// Output samples from beginning of the sample buffer. Copies requested samples to /// output buffer and removes them from the sample buffer. If there are less than /// 'numsample' samples in the buffer, returns all that available. /// /// \return Number of samples returned. virtual uint receiveSamples(SAMPLETYPE *output, ///< Buffer where to copy output samples.
uint maxSamples ///< How many samples to receive at max.
);
/// Adjusts book-keeping so that given number of samples are removed from beginning of the /// sample buffer without copying them anywhere. /// /// Used to reduce the number of samples in the buffer when accessing the sample buffer directly /// with 'ptrBegin' function. virtual uint receiveSamples(uint maxSamples ///< Remove this many samples from the beginning of pipe.
);
/// Clears all the samples in the object's output and internal processing /// buffers. virtualvoid clear();
/// Changes a setting controlling the processing system behaviour. See the /// 'SETTING_...' defines for available setting ID's. /// /// \return 'true' if the setting was successfully changed bool setSetting(int settingId, ///< Setting ID number. see SETTING_... defines. int value ///< New setting value.
);
/// Reads a setting controlling the processing system behaviour. See the /// 'SETTING_...' defines for available setting ID's. /// /// \return the setting value. int getSetting(int settingId ///< Setting ID number, see SETTING_... defines.
) const;
/// Returns number of samples currently unprocessed. virtual uint numUnprocessedSamples() const;
/// Return number of channels
uint numChannels() const
{ return channels;
}
/// Other handy functions that are implemented in the ancestor classes (see /// classes 'FIFOProcessor' and 'FIFOSamplePipe') /// /// - receiveSamples() : Use this function to receive 'ready' processed samples from SoundTouch. /// - numSamples() : Get number of 'ready' samples that can be received with /// function 'receiveSamples()' /// - isEmpty() : Returns nonzero if there aren't any 'ready' samples. /// - clear() : Clears all samples from ready/processing buffers.
};
} #endif
Messung V0.5
¤ Dauer der Verarbeitung: 0.13 Sekunden
(vorverarbeitet)
¤
Die Informationen auf dieser Webseite wurden
nach bestem Wissen sorgfältig zusammengestellt. Es wird jedoch weder Vollständigkeit, noch Richtigkeit,
noch Qualität der bereit gestellten Informationen zugesichert.
Bemerkung:
Die farbliche Syntaxdarstellung und die Messung sind noch experimentell.