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Merge pull request #57 from Nytra/testing2
Add audio filtering components
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using System; | ||
using FrooxEngine; | ||
using Elements.Assets; | ||
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namespace Obsidian.Components.Audio; | ||
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[Category(new string[] { "Obsidian/Audio" })] | ||
public class ButterworthFilter : Component, IAudioSource, IWorldElement | ||
{ | ||
[Range(0f, 10000f, "0.00")] | ||
public readonly Sync<float> Frequency; | ||
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[Range(0.1f, 1.41f, "0.00")] | ||
public readonly Sync<float> Resonance; | ||
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public readonly Sync<bool> LowPass; | ||
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public readonly SyncRef<IAudioSource> Source; | ||
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private double lastTime; | ||
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public bool IsActive | ||
{ | ||
get | ||
{ | ||
return Source.Target != null && Source.Target.IsActive; | ||
} | ||
} | ||
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protected override void OnAwake() | ||
{ | ||
base.OnAwake(); | ||
lastTime = -1; | ||
} | ||
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public int ChannelCount => Source.Target?.ChannelCount ?? 0; | ||
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public void Read<S>(Span<S> buffer) where S : unmanaged, IAudioSample<S> | ||
{ | ||
if (!IsActive) | ||
{ | ||
return; | ||
} | ||
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Span<S> span = stackalloc S[buffer.Length]; | ||
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span = buffer; | ||
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Source.Target.Read(span); | ||
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var filter = new FilterButterworth<S>(Frequency, (int)(span.Length / (Engine.Current.AudioSystem.DSPTime - lastTime)), LowPass ? FilterButterworth<S>.PassType.Lowpass : FilterButterworth<S>.PassType.Highpass, Resonance); | ||
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for (int i = 0; i < span.Length; i++) | ||
{ | ||
filter.Update(ref span[i]); | ||
} | ||
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lastTime = Engine.Current.AudioSystem.DSPTime; | ||
} | ||
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public class FilterButterworth<S> where S: unmanaged, IAudioSample<S> | ||
{ | ||
/// <summary> | ||
/// rez amount, from sqrt(2) to ~ 0.1 | ||
/// </summary> | ||
private readonly float resonance; | ||
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private readonly float frequency; | ||
private readonly int sampleRate; | ||
private readonly PassType passType; | ||
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private readonly float c, a1, a2, a3, b1, b2; | ||
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/// <summary> | ||
/// Array of input values, latest are in front | ||
/// </summary> | ||
private S[] inputHistory = new S[2]; | ||
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/// <summary> | ||
/// Array of output values, latest are in front | ||
/// </summary> | ||
private S[] outputHistory = new S[3]; | ||
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public FilterButterworth(float frequency, int sampleRate, PassType passType, float resonance) | ||
{ | ||
this.resonance = resonance; | ||
this.frequency = frequency; | ||
this.sampleRate = sampleRate; | ||
this.passType = passType; | ||
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switch (passType) | ||
{ | ||
case PassType.Lowpass: | ||
c = 1.0f / (float)Math.Tan(Math.PI * frequency / sampleRate); | ||
a1 = 1.0f / (1.0f + resonance * c + c * c); | ||
a2 = 2f * a1; | ||
a3 = a1; | ||
b1 = 2.0f * (1.0f - c * c) * a1; | ||
b2 = (1.0f - resonance * c + c * c) * a1; | ||
break; | ||
case PassType.Highpass: | ||
c = (float)Math.Tan(Math.PI * frequency / sampleRate); | ||
a1 = 1.0f / (1.0f + resonance * c + c * c); | ||
a2 = -2f * a1; | ||
a3 = a1; | ||
b1 = 2.0f * (c * c - 1.0f) * a1; | ||
b2 = (1.0f - resonance * c + c * c) * a1; | ||
break; | ||
} | ||
} | ||
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public enum PassType | ||
{ | ||
Highpass, | ||
Lowpass, | ||
} | ||
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public void Update(ref S newInput) | ||
{ | ||
S first = newInput.Multiply(a1); | ||
S second = this.inputHistory[0].Multiply(a2); | ||
S third = this.inputHistory[1].Multiply(a3); | ||
S fourth = this.outputHistory[0].Multiply(b1); | ||
S fifth = this.outputHistory[1].Multiply(b2); | ||
S final = first.Add(second).Add(third).Subtract(fourth).Subtract(fifth); | ||
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this.inputHistory[1] = this.inputHistory[0]; | ||
this.inputHistory[0] = newInput; | ||
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this.outputHistory[2] = this.outputHistory[1]; | ||
this.outputHistory[1] = this.outputHistory[0]; | ||
this.outputHistory[0] = final; | ||
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newInput = final; | ||
} | ||
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public S Value | ||
{ | ||
get { return this.outputHistory[0]; } | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,60 @@ | ||
using System; | ||
using FrooxEngine; | ||
using Elements.Assets; | ||
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namespace Obsidian.Components.Audio; | ||
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[Category(new string[] { "Obsidian/Audio" })] | ||
public class EMA_IIR_SmoothSignal : Component, IAudioSource, IWorldElement | ||
{ | ||
[Range(0f, 1f, "0.00")] | ||
public readonly Sync<float> SmoothingFactor; | ||
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public readonly SyncRef<IAudioSource> Source; | ||
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public bool IsActive | ||
{ | ||
get | ||
{ | ||
return Source.Target != null && Source.Target.IsActive; | ||
} | ||
} | ||
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public int ChannelCount => Source.Target?.ChannelCount ?? 0; | ||
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public void Read<S>(Span<S> buffer) where S : unmanaged, IAudioSample<S> | ||
{ | ||
if (!IsActive) | ||
{ | ||
return; | ||
} | ||
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Span<S> span = stackalloc S[buffer.Length]; | ||
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span = buffer; | ||
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Source.Target.Read(span); | ||
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EMAIIRSmoothSignal(ref span, span.Length, SmoothingFactor); | ||
} | ||
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// smoothingFactor is between 0.0 (no smoothing) and 0.9999.. (almost smoothing to DC) - *kind* of the inverse of cutoff frequency | ||
public void EMAIIRSmoothSignal<S>(ref Span<S> input, int N, float smoothingFactor = 0.8f) where S : unmanaged, IAudioSample<S> | ||
{ | ||
// forward EMA IIR | ||
S acc = input[0]; | ||
for (int i = 0; i < N; ++i) | ||
{ | ||
acc = input[i].LerpTo(acc, smoothingFactor); | ||
input[i] = acc; | ||
} | ||
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// backward EMA IIR - required only if we need to preserve the phase (aka make the filter symetric) - we usually want this | ||
acc = input[N - 1]; | ||
for (int i = N - 1; i >= 0; --i) | ||
{ | ||
acc = input[i].LerpTo(acc, smoothingFactor); | ||
input[i] = acc; | ||
} | ||
} | ||
} |
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