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192 lines
6.8 KiB
C++
192 lines
6.8 KiB
C++
// SPDX-FileCopyrightText: 2007-2010 Christian Kothe, 2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: GPL-2.0+
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#pragma once
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#include "kiss_fftr.h"
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#include <array>
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#include <cmath>
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#include <complex>
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#include <span>
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#include <vector>
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/**
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* The FreeSurround decoder.
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*/
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class FreeSurroundDecoder
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{
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public:
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/**
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* The supported output channel setups.
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* A channel setup is defined by the set of channels that are present. Here is a graphic
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* of the cs_5point1 setup: http://en.wikipedia.org/wiki/File:5_1_channels_(surround_sound)_label.svg
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*/
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enum class ChannelSetup
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{
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Stereo,
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Surround41,
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Surround51,
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Surround71,
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Legacy, // same channels as cs_5point1 but different upmixing transform; does not support the focus control
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MaxCount
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};
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static constexpr int grid_res = 21; // resolution of the lookup grid
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using LUT = const float (*)[grid_res];
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/**
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* Create an instance of the decoder.
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* @param setup The output channel setup -- determines the number of output channels
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* and their place in the sound field.
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* @param blocksize Granularity at which data is processed by the decode() function.
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* Must be a power of two and should correspond to ca. 10ms worth of single-channel
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* samples (default is 4096 for 44.1Khz data). Do not make it shorter or longer
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* than 5ms to 20ms since the granularity at which locations are decoded
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* changes with this.
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*/
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FreeSurroundDecoder(ChannelSetup setup = ChannelSetup::Surround51, unsigned blocksize = 4096);
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~FreeSurroundDecoder();
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/**
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* Decode a chunk of stereo sound. The output is delayed by half of the blocksize.
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* This function is the only one needed for straightforward decoding.
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* @param input Contains exactly blocksize (multiplexed) stereo samples, i.e. 2*blocksize numbers.
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* @return A pointer to an internal buffer of exactly blocksize (multiplexed) multichannel samples.
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* The actual number of values depends on the number of output channels in the chosen
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* channel setup.
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*/
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float* Decode(float* input);
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/**
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* Flush the internal buffer.
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*/
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void Flush();
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// --- soundfield transformations
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// These functions allow to set up geometric transformations of the sound field after it has been decoded.
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// The sound field is best pictured as a 2-dimensional square with the listener in its
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// center which can be shifted or stretched in various ways before it is sent to the
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// speakers. The order in which these transformations are applied is as listed below.
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/**
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* Allows to wrap the soundfield around the listener in a circular manner.
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* Determines the angle of the frontal sound stage relative to the listener, in degrees.
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* A setting of 90° corresponds to standard surround decoding, 180° stretches the front stage from
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* ear to ear, 270° wraps it around most of the head. The side and rear content of the sound
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* field is compressed accordingly behind the listerer. (default: 90, range: [0°..360°])
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*/
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void SetCircularWrap(float v);
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/**
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* Allows to shift the soundfield forward or backward.
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* Value range: [-1.0..+1.0]. 0 is no offset, positive values move the sound
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* forward, negative values move it backwards. (default: 0)
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*/
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void SetShift(float v);
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/**
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* Allows to scale the soundfield backwards.
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* Value range: [0.0..+5.0] -- 0 is all compressed to the front, 1 is no change, 5 is scaled 5x backwards (default: 1)
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*/
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void SetDepth(float v);
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/**
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* Allows to control the localization (i.e., focality) of sources.
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* Value range: [-1.0..+1.0] -- 0 means unchanged, positive means more localized, negative means more ambient
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* (default: 0)
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*/
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void SetFocus(float v);
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// --- rendering parameters
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// These parameters control how the sound field is mapped onto speakers.
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/**
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* Set the presence of the front center channel(s).
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* Value range: [0.0..1.0] -- fully present at 1.0, fully replaced by left/right at 0.0 (default: 1).
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* The default of 1.0 results in spec-conformant decoding ("movie mode") while a value of 0.7 is
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* better suited for music reproduction (which is usually mixed without a center channel).
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*/
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void SetCenterImage(float v);
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/**
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* Set the front stereo separation.
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* Value range: [0.0..inf] -- 1.0 is default, 0.0 is mono.
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*/
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void SetFrontSeparation(float v);
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/**
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* Set the rear stereo separation.
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* Value range: [0.0..inf] -- 1.0 is default, 0.0 is mono.
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*/
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void SetRearSeparation(float v);
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// --- bass redirection (to LFE)
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/**
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* Enable/disable LFE channel (default: false = disabled)
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*/
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void SetBassRedirection(bool v);
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/**
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* Set the lower end of the transition band, in Hz/Nyquist (default: 40/22050).
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*/
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void SetLowCutoff(float v);
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/**
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* Set the upper end of the transition band, in Hz/Nyquist (default: 90/22050).
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*/
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void SetHighCutoff(float v);
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// --- info
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/**
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* Number of samples currently held in the buffer.
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*/
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unsigned GetSamplesBuffered();
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private:
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using cplx = std::complex<double>;
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struct ChannelMap
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{
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std::span<const LUT> luts;
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const float* xsf;
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};
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static const std::array<ChannelMap, static_cast<size_t>(ChannelSetup::MaxCount)> s_channel_maps;
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void BufferedDecode(float* input);
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// get the index (and fractional offset!) in a piecewise-linear channel allocation grid
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static int MapToGrid(double& x);
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// constants
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const ChannelMap& cmap; // the channel setup
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unsigned N, C; // number of samples per input/output block, number of output channels
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// parameters
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float circular_wrap; // angle of the front soundstage around the listener (90°=default)
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float shift; // forward/backward offset of the soundstage
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float depth; // backward extension of the soundstage
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float focus; // localization of the sound events
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float center_image; // presence of the center speaker
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float front_separation; // front stereo separation
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float rear_separation; // rear stereo separation
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float lo_cut, hi_cut; // LFE cutoff frequencies
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bool use_lfe; // whether to use the LFE channel
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// FFT data structures
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std::vector<double> lt, rt, dst; // left total, right total (source arrays), time-domain destination buffer array
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std::vector<cplx> lf, rf; // left total / right total in frequency domain
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kiss_fftr_cfg forward = nullptr;
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kiss_fftr_cfg inverse = nullptr; // FFT buffers
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// buffers
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bool buffer_empty = true; // whether the buffer is currently empty or dirty
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std::vector<float> inbuf; // stereo input buffer (multiplexed)
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std::vector<float> outbuf; // multichannel output buffer (multiplexed)
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std::vector<double> wnd; // the window function, precomputed
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std::vector<std::vector<cplx>> signal; // the signal to be constructed in every channel, in the frequency domain
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};
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