gstreamer/gst/modplug/libmodplug/snd_dsp.cpp

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/*
* This source code is public domain.
*
* Authors: Olivier Lapicque <olivierl@jps.net>
*/
#include "stdafx.h"
#include "sndfile.h"
#ifdef FASTSOUNDLIB
#define NO_REVERB
#endif
// Delayed Surround Filters
#ifndef FASTSOUNDLIB
#define nDolbyHiFltAttn 6
#define nDolbyHiFltMask 3
#define DOLBYATTNROUNDUP 31
#else
#define nDolbyHiFltAttn 3
#define nDolbyHiFltMask 3
#define DOLBYATTNROUNDUP 3
#endif
// Bass Expansion
#define XBASS_DELAY 14 // 2.5 ms
// Buffer Sizes
#define XBASSBUFFERSIZE 64 // 2 ms at 50KHz
#define FILTERBUFFERSIZE 64 // 1.25 ms
#define SURROUNDBUFFERSIZE ((MAX_SAMPLE_RATE * 50) / 1000)
#define REVERBBUFFERSIZE ((MAX_SAMPLE_RATE * 200) / 1000)
#define REVERBBUFFERSIZE2 ((REVERBBUFFERSIZE*13) / 17)
#define REVERBBUFFERSIZE3 ((REVERBBUFFERSIZE*7) / 13)
#define REVERBBUFFERSIZE4 ((REVERBBUFFERSIZE*7) / 19)
// DSP Effects: PUBLIC members
UINT CSoundFile::m_nXBassDepth = 6;
UINT CSoundFile::m_nXBassRange = XBASS_DELAY;
UINT CSoundFile::m_nReverbDepth = 1;
UINT CSoundFile::m_nReverbDelay = 100;
UINT CSoundFile::m_nProLogicDepth = 12;
UINT CSoundFile::m_nProLogicDelay = 20;
////////////////////////////////////////////////////////////////////
// DSP Effects internal state
// Bass Expansion: low-pass filter
static LONG nXBassSum = 0;
static LONG nXBassBufferPos = 0;
static LONG nXBassDlyPos = 0;
static LONG nXBassMask = 0;
// Noise Reduction: simple low-pass filter
static LONG nLeftNR = 0;
static LONG nRightNR = 0;
// Surround Encoding: 1 delay line + low-pass filter + high-pass filter
static LONG nSurroundSize = 0;
static LONG nSurroundPos = 0;
static LONG nDolbyDepth = 0;
static LONG nDolbyLoDlyPos = 0;
static LONG nDolbyLoFltPos = 0;
static LONG nDolbyLoFltSum = 0;
static LONG nDolbyHiFltPos = 0;
static LONG nDolbyHiFltSum = 0;
// Reverb: 4 delay lines + high-pass filter + low-pass filter
#ifndef NO_REVERB
static LONG nReverbSize = 0;
static LONG nReverbBufferPos = 0;
static LONG nReverbSize2 = 0;
static LONG nReverbBufferPos2 = 0;
static LONG nReverbSize3 = 0;
static LONG nReverbBufferPos3 = 0;
static LONG nReverbSize4 = 0;
static LONG nReverbBufferPos4 = 0;
static LONG nReverbLoFltSum = 0;
static LONG nReverbLoFltPos = 0;
static LONG nReverbLoDlyPos = 0;
static LONG nFilterAttn = 0;
static LONG gRvbLowPass[8];
static LONG gRvbLPPos = 0;
static LONG gRvbLPSum = 0;
static LONG ReverbLoFilterBuffer[XBASSBUFFERSIZE];
static LONG ReverbLoFilterDelay[XBASSBUFFERSIZE];
static LONG ReverbBuffer[REVERBBUFFERSIZE];
static LONG ReverbBuffer2[REVERBBUFFERSIZE2];
static LONG ReverbBuffer3[REVERBBUFFERSIZE3];
static LONG ReverbBuffer4[REVERBBUFFERSIZE4];
#endif
static LONG XBassBuffer[XBASSBUFFERSIZE];
static LONG XBassDelay[XBASSBUFFERSIZE];
static LONG DolbyLoFilterBuffer[XBASSBUFFERSIZE];
static LONG DolbyLoFilterDelay[XBASSBUFFERSIZE];
static LONG DolbyHiFilterBuffer[FILTERBUFFERSIZE];
static LONG SurroundBuffer[SURROUNDBUFFERSIZE];
// Access the main temporary mix buffer directly: avoids an extra pointer
extern int MixSoundBuffer[MIXBUFFERSIZE*2];
//cextern int MixReverbBuffer[MIXBUFFERSIZE*2];
extern int MixReverbBuffer[MIXBUFFERSIZE*2];
static UINT GetMaskFromSize(UINT len)
//-----------------------------------
{
UINT n = 2;
while (n <= len) n <<= 1;
return ((n >> 1) - 1);
}
void CSoundFile::InitializeDSP(BOOL bReset)
//-----------------------------------------
{
if (!m_nReverbDelay) m_nReverbDelay = 100;
if (!m_nXBassRange) m_nXBassRange = XBASS_DELAY;
if (!m_nProLogicDelay) m_nProLogicDelay = 20;
if (m_nXBassDepth > 8) m_nXBassDepth = 8;
if (m_nXBassDepth < 2) m_nXBassDepth = 2;
if (bReset)
{
// Noise Reduction
nLeftNR = nRightNR = 0;
}
// Pro-Logic Surround
nSurroundPos = nSurroundSize = 0;
nDolbyLoFltPos = nDolbyLoFltSum = nDolbyLoDlyPos = 0;
nDolbyHiFltPos = nDolbyHiFltSum = 0;
if (gdwSoundSetup & SNDMIX_SURROUND)
{
memset(DolbyLoFilterBuffer, 0, sizeof(DolbyLoFilterBuffer));
memset(DolbyHiFilterBuffer, 0, sizeof(DolbyHiFilterBuffer));
memset(DolbyLoFilterDelay, 0, sizeof(DolbyLoFilterDelay));
memset(SurroundBuffer, 0, sizeof(SurroundBuffer));
nSurroundSize = (gdwMixingFreq * m_nProLogicDelay) / 1000;
if (nSurroundSize > SURROUNDBUFFERSIZE) nSurroundSize = SURROUNDBUFFERSIZE;
if (m_nProLogicDepth < 8) nDolbyDepth = (32 >> m_nProLogicDepth) + 32;
else nDolbyDepth = (m_nProLogicDepth < 16) ? (8 + (m_nProLogicDepth - 8) * 7) : 64;
nDolbyDepth >>= 2;
}
// Reverb Setup
#ifndef NO_REVERB
if (gdwSoundSetup & SNDMIX_REVERB)
{
UINT nrs = (gdwMixingFreq * m_nReverbDelay) / 1000;
UINT nfa = m_nReverbDepth+1;
if (nrs > REVERBBUFFERSIZE) nrs = REVERBBUFFERSIZE;
if ((bReset) || (nrs != (UINT)nReverbSize) || (nfa != (UINT)nFilterAttn))
{
nFilterAttn = nfa;
nReverbSize = nrs;
nReverbBufferPos = nReverbBufferPos2 = nReverbBufferPos3 = nReverbBufferPos4 = 0;
nReverbLoFltSum = nReverbLoFltPos = nReverbLoDlyPos = 0;
gRvbLPSum = gRvbLPPos = 0;
nReverbSize2 = (nReverbSize * 13) / 17;
if (nReverbSize2 > REVERBBUFFERSIZE2) nReverbSize2 = REVERBBUFFERSIZE2;
nReverbSize3 = (nReverbSize * 7) / 13;
if (nReverbSize3 > REVERBBUFFERSIZE3) nReverbSize3 = REVERBBUFFERSIZE3;
nReverbSize4 = (nReverbSize * 7) / 19;
if (nReverbSize4 > REVERBBUFFERSIZE4) nReverbSize4 = REVERBBUFFERSIZE4;
memset(ReverbLoFilterBuffer, 0, sizeof(ReverbLoFilterBuffer));
memset(ReverbLoFilterDelay, 0, sizeof(ReverbLoFilterDelay));
memset(ReverbBuffer, 0, sizeof(ReverbBuffer));
memset(ReverbBuffer2, 0, sizeof(ReverbBuffer2));
memset(ReverbBuffer3, 0, sizeof(ReverbBuffer3));
memset(ReverbBuffer4, 0, sizeof(ReverbBuffer4));
memset(gRvbLowPass, 0, sizeof(gRvbLowPass));
}
} else nReverbSize = 0;
#endif
BOOL bResetBass = FALSE;
// Bass Expansion Reset
if (gdwSoundSetup & SNDMIX_MEGABASS)
{
UINT nXBassSamples = (gdwMixingFreq * m_nXBassRange) / 10000;
if (nXBassSamples > XBASSBUFFERSIZE) nXBassSamples = XBASSBUFFERSIZE;
UINT mask = GetMaskFromSize(nXBassSamples);
if ((bReset) || (mask != (UINT)nXBassMask))
{
nXBassMask = mask;
bResetBass = TRUE;
}
} else
{
nXBassMask = 0;
bResetBass = TRUE;
}
if (bResetBass)
{
nXBassSum = nXBassBufferPos = nXBassDlyPos = 0;
memset(XBassBuffer, 0, sizeof(XBassBuffer));
memset(XBassDelay, 0, sizeof(XBassDelay));
}
}
void CSoundFile::ProcessStereoDSP(int count)
//------------------------------------------
{
#ifndef NO_REVERB
// Reverb
if (gdwSoundSetup & SNDMIX_REVERB)
{
int *pr = MixSoundBuffer, *pin = MixReverbBuffer, rvbcount = count;
do
{
int echo = ReverbBuffer[nReverbBufferPos] + ReverbBuffer2[nReverbBufferPos2]
+ ReverbBuffer3[nReverbBufferPos3] + ReverbBuffer4[nReverbBufferPos4]; // echo = reverb signal
// Delay line and remove Low Frequencies // v = original signal
int echodly = ReverbLoFilterDelay[nReverbLoDlyPos]; // echodly = delayed signal
ReverbLoFilterDelay[nReverbLoDlyPos] = echo >> 1;
nReverbLoDlyPos++;
nReverbLoDlyPos &= 0x1F;
int n = nReverbLoFltPos;
nReverbLoFltSum -= ReverbLoFilterBuffer[n];
int tmp = echo / 128;
ReverbLoFilterBuffer[n] = tmp;
nReverbLoFltSum += tmp;
echodly -= nReverbLoFltSum;
nReverbLoFltPos = (n + 1) & 0x3F;
// Reverb
int v = (pin[0]+pin[1]) >> nFilterAttn;
pr[0] += pin[0] + echodly;
pr[1] += pin[1] + echodly;
v += echodly >> 2;
ReverbBuffer3[nReverbBufferPos3] = v;
ReverbBuffer4[nReverbBufferPos4] = v;
v += echodly >> 4;
v >>= 1;
gRvbLPSum -= gRvbLowPass[gRvbLPPos];
gRvbLPSum += v;
gRvbLowPass[gRvbLPPos] = v;
gRvbLPPos++;
gRvbLPPos &= 7;
int vlp = gRvbLPSum >> 2;
ReverbBuffer[nReverbBufferPos] = vlp;
ReverbBuffer2[nReverbBufferPos2] = vlp;
if (++nReverbBufferPos >= nReverbSize) nReverbBufferPos = 0;
if (++nReverbBufferPos2 >= nReverbSize2) nReverbBufferPos2 = 0;
if (++nReverbBufferPos3 >= nReverbSize3) nReverbBufferPos3 = 0;
if (++nReverbBufferPos4 >= nReverbSize4) nReverbBufferPos4 = 0;
pr += 2;
pin += 2;
} while (--rvbcount);
}
#endif
// Dolby Pro-Logic Surround
if (gdwSoundSetup & SNDMIX_SURROUND)
{
int *pr = MixSoundBuffer, n = nDolbyLoFltPos;
for (int r=count; r; r--)
{
int v = (pr[0]+pr[1]+DOLBYATTNROUNDUP) >> (nDolbyHiFltAttn+1);
#ifndef FASTSOUNDLIB
v *= (int)nDolbyDepth;
#endif
// Low-Pass Filter
nDolbyHiFltSum -= DolbyHiFilterBuffer[nDolbyHiFltPos];
DolbyHiFilterBuffer[nDolbyHiFltPos] = v;
nDolbyHiFltSum += v;
v = nDolbyHiFltSum;
nDolbyHiFltPos++;
nDolbyHiFltPos &= nDolbyHiFltMask;
// Surround
int secho = SurroundBuffer[nSurroundPos];
SurroundBuffer[nSurroundPos] = v;
// Delay line and remove low frequencies
v = DolbyLoFilterDelay[nDolbyLoDlyPos]; // v = delayed signal
DolbyLoFilterDelay[nDolbyLoDlyPos] = secho; // secho = signal
nDolbyLoDlyPos++;
nDolbyLoDlyPos &= 0x1F;
nDolbyLoFltSum -= DolbyLoFilterBuffer[n];
int tmp = secho / 64;
DolbyLoFilterBuffer[n] = tmp;
nDolbyLoFltSum += tmp;
v -= nDolbyLoFltSum;
n++;
n &= 0x3F;
// Add echo
pr[0] += v;
pr[1] -= v;
if (++nSurroundPos >= nSurroundSize) nSurroundPos = 0;
pr += 2;
}
nDolbyLoFltPos = n;
}
// Bass Expansion
if (gdwSoundSetup & SNDMIX_MEGABASS)
{
int *px = MixSoundBuffer;
int xba = m_nXBassDepth+1, xbamask = (1 << xba) - 1;
int n = nXBassBufferPos;
for (int x=count; x; x--)
{
nXBassSum -= XBassBuffer[n];
int tmp0 = px[0] + px[1];
int tmp = (tmp0 + ((tmp0 >> 31) & xbamask)) >> xba;
XBassBuffer[n] = tmp;
nXBassSum += tmp;
int v = XBassDelay[nXBassDlyPos];
XBassDelay[nXBassDlyPos] = px[0];
px[0] = v + nXBassSum;
v = XBassDelay[nXBassDlyPos+1];
XBassDelay[nXBassDlyPos+1] = px[1];
px[1] = v + nXBassSum;
nXBassDlyPos = (nXBassDlyPos + 2) & nXBassMask;
px += 2;
n++;
n &= nXBassMask;
}
nXBassBufferPos = n;
}
// Noise Reduction
if (gdwSoundSetup & SNDMIX_NOISEREDUCTION)
{
int n1 = nLeftNR, n2 = nRightNR;
int *pnr = MixSoundBuffer;
for (int nr=count; nr; nr--)
{
int vnr = pnr[0] >> 1;
pnr[0] = vnr + n1;
n1 = vnr;
vnr = pnr[1] >> 1;
pnr[1] = vnr + n2;
n2 = vnr;
pnr += 2;
}
nLeftNR = n1;
nRightNR = n2;
}
}
void CSoundFile::ProcessMonoDSP(int count)
//----------------------------------------
{
#ifndef NO_REVERB
// Reverb
if (gdwSoundSetup & SNDMIX_REVERB)
{
int *pr = MixSoundBuffer, rvbcount = count, *pin = MixReverbBuffer;
do
{
int echo = ReverbBuffer[nReverbBufferPos] + ReverbBuffer2[nReverbBufferPos2]
+ ReverbBuffer3[nReverbBufferPos3] + ReverbBuffer4[nReverbBufferPos4]; // echo = reverb signal
// Delay line and remove Low Frequencies // v = original signal
int echodly = ReverbLoFilterDelay[nReverbLoDlyPos]; // echodly = delayed signal
ReverbLoFilterDelay[nReverbLoDlyPos] = echo >> 1;
nReverbLoDlyPos++;
nReverbLoDlyPos &= 0x1F;
int n = nReverbLoFltPos;
nReverbLoFltSum -= ReverbLoFilterBuffer[n];
int tmp = echo / 128;
ReverbLoFilterBuffer[n] = tmp;
nReverbLoFltSum += tmp;
echodly -= nReverbLoFltSum;
nReverbLoFltPos = (n + 1) & 0x3F;
// Reverb
int v = pin[0] >> (nFilterAttn-1);
*pr++ += pin[0] + echodly;
pin++;
v += echodly >> 2;
ReverbBuffer3[nReverbBufferPos3] = v;
ReverbBuffer4[nReverbBufferPos4] = v;
v += echodly >> 4;
v >>= 1;
gRvbLPSum -= gRvbLowPass[gRvbLPPos];
gRvbLPSum += v;
gRvbLowPass[gRvbLPPos] = v;
gRvbLPPos++;
gRvbLPPos &= 7;
int vlp = gRvbLPSum >> 2;
ReverbBuffer[nReverbBufferPos] = vlp;
ReverbBuffer2[nReverbBufferPos2] = vlp;
if (++nReverbBufferPos >= nReverbSize) nReverbBufferPos = 0;
if (++nReverbBufferPos2 >= nReverbSize2) nReverbBufferPos2 = 0;
if (++nReverbBufferPos3 >= nReverbSize3) nReverbBufferPos3 = 0;
if (++nReverbBufferPos4 >= nReverbSize4) nReverbBufferPos4 = 0;
} while (--rvbcount);
}
#endif
// Bass Expansion
if (gdwSoundSetup & SNDMIX_MEGABASS)
{
int *px = MixSoundBuffer;
int xba = m_nXBassDepth, xbamask = (1 << xba)-1;
int n = nXBassBufferPos;
for (int x=count; x; x--)
{
nXBassSum -= XBassBuffer[n];
int tmp0 = *px;
int tmp = (tmp0 + ((tmp0 >> 31) & xbamask)) >> xba;
XBassBuffer[n] = tmp;
nXBassSum += tmp;
int v = XBassDelay[nXBassDlyPos];
XBassDelay[nXBassDlyPos] = *px;
*px++ = v + nXBassSum;
nXBassDlyPos = (nXBassDlyPos + 2) & nXBassMask;
n++;
n &= nXBassMask;
}
nXBassBufferPos = n;
}
// Noise Reduction
if (gdwSoundSetup & SNDMIX_NOISEREDUCTION)
{
int n = nLeftNR;
int *pnr = MixSoundBuffer;
for (int nr=count; nr; pnr++, nr--)
{
int vnr = *pnr >> 1;
*pnr = vnr + n;
n = vnr;
}
nLeftNR = n;
}
}
/////////////////////////////////////////////////////////////////
// Clean DSP Effects interface
// [Reverb level 0(quiet)-100(loud)], [delay in ms, usually 40-200ms]
BOOL CSoundFile::SetReverbParameters(UINT nDepth, UINT nDelay)
//------------------------------------------------------------
{
if (nDepth > 100) nDepth = 100;
UINT gain = nDepth / 20;
if (gain > 4) gain = 4;
m_nReverbDepth = 4 - gain;
if (nDelay < 40) nDelay = 40;
if (nDelay > 250) nDelay = 250;
m_nReverbDelay = nDelay;
return TRUE;
}
// [XBass level 0(quiet)-100(loud)], [cutoff in Hz 20-100]
BOOL CSoundFile::SetXBassParameters(UINT nDepth, UINT nRange)
//-----------------------------------------------------------
{
if (nDepth > 100) nDepth = 100;
UINT gain = nDepth / 20;
if (gain > 4) gain = 4;
m_nXBassDepth = 8 - gain; // filter attenuation 1/256 .. 1/16
UINT range = nRange / 5;
if (range > 5) range -= 5; else range = 0;
if (nRange > 16) nRange = 16;
m_nXBassRange = 21 - range; // filter average on 0.5-1.6ms
return TRUE;
}
// [Surround level 0(quiet)-100(heavy)] [delay in ms, usually 5-50ms]
BOOL CSoundFile::SetSurroundParameters(UINT nDepth, UINT nDelay)
//--------------------------------------------------------------
{
UINT gain = (nDepth * 16) / 100;
if (gain > 16) gain = 16;
if (gain < 1) gain = 1;
m_nProLogicDepth = gain;
if (nDelay < 4) nDelay = 4;
if (nDelay > 50) nDelay = 50;
m_nProLogicDelay = nDelay;
return TRUE;
}
BOOL CSoundFile::SetWaveConfigEx(BOOL bSurround,BOOL bNoOverSampling,BOOL bReverb,BOOL hqido,BOOL bMegaBass,BOOL bNR,BOOL bEQ)
//----------------------------------------------------------------------------------------------------------------------------
{
DWORD d = gdwSoundSetup & ~(SNDMIX_SURROUND | SNDMIX_NORESAMPLING | SNDMIX_REVERB | SNDMIX_HQRESAMPLER | SNDMIX_MEGABASS | SNDMIX_NOISEREDUCTION | SNDMIX_EQ);
if (bSurround) d |= SNDMIX_SURROUND;
if (bNoOverSampling) d |= SNDMIX_NORESAMPLING;
if (bReverb) d |= SNDMIX_REVERB;
if (hqido) d |= SNDMIX_HQRESAMPLER;
if (bMegaBass) d |= SNDMIX_MEGABASS;
if (bNR) d |= SNDMIX_NOISEREDUCTION;
if (bEQ) d |= SNDMIX_EQ;
gdwSoundSetup = d;
InitPlayer(FALSE);
return TRUE;
}