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forked from ADOFAIEditorForum/ADOFAIRenderer
Refactor Every namespace Keyword Usage
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+17
-18
@@ -1,24 +1,23 @@
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using System;
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namespace ADOFAIRenderer.Util.Audio.Filter
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namespace ADOFAIRenderer.Util.Audio.Filter;
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internal class Gain : IAudioFilter
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{
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internal class Gain : IAudioFilter
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public float Level = 0f;
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public void Initialize(int sampleRate, int channels) { }
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public float ProcessSample(float sample, int channel) =>
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sample * (float)Math.Pow(10, Level / 20);
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public void ProcessBlock(Span<float> buffer)
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{
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public float Level = 0f;
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public void Initialize(int sampleRate, int channels) { }
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public float ProcessSample(float sample, int channel) =>
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sample * (float)Math.Pow(10, Level / 20);
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public void ProcessBlock(Span<float> buffer)
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{
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for (var i = 0; i < buffer.Length; i++)
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buffer[i] = ProcessSample(buffer[i], 0);
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}
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public void Reset() { }
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public double Latency => 0.0;
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for (var i = 0; i < buffer.Length; i++)
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buffer[i] = ProcessSample(buffer[i], 0);
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}
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public void Reset() { }
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public double Latency => 0.0;
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}
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@@ -1,33 +1,32 @@
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using System;
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using System.Runtime.CompilerServices;
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namespace ADOFAIRenderer.Util.Audio.Filter
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namespace ADOFAIRenderer.Util.Audio.Filter;
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internal class HardClip : IAudioFilter
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{
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internal class HardClip : IAudioFilter
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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// ReSharper disable once ConvertToConstant.Global
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public float Threshold = 1.0f;
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public void Initialize(int sampleRate, int channels) { }
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float ProcessSample(float sample, int channel)
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{
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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// ReSharper disable once ConvertToConstant.Global
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public float Threshold = 1.0f;
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public void Initialize(int sampleRate, int channels) { }
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float ProcessSample(float sample, int channel)
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{
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if (sample > Threshold) return Threshold;
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if (sample < -Threshold) return -Threshold;
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return sample;
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}
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public void ProcessBlock(Span<float> buffer)
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{
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for (var i = 0; i < buffer.Length; i++)
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buffer[i] = ProcessSample(buffer[i], 0);
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}
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public void Reset() { }
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public double Latency => 0.0;
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if (sample > Threshold) return Threshold;
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if (sample < -Threshold) return -Threshold;
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return sample;
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}
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public void ProcessBlock(Span<float> buffer)
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{
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for (var i = 0; i < buffer.Length; i++)
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buffer[i] = ProcessSample(buffer[i], 0);
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}
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public void Reset() { }
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public double Latency => 0.0;
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}
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@@ -1,16 +1,15 @@
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using System;
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namespace ADOFAIRenderer.Util.Audio.Filter
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{
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internal interface IAudioFilter
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{
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void Initialize(int sampleRate, int channels);
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float ProcessSample(float sample, int channel);
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void ProcessBlock(Span<float> buffer);
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void Reset();
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namespace ADOFAIRenderer.Util.Audio.Filter;
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double Latency { get; }
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}
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internal interface IAudioFilter
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{
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void Initialize(int sampleRate, int channels);
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float ProcessSample(float sample, int channel);
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void ProcessBlock(Span<float> buffer);
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void Reset();
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double Latency { get; }
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}
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+219
-220
@@ -1,229 +1,228 @@
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using System;
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using System.Runtime.CompilerServices;
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namespace ADOFAIRenderer.Util.Audio.Filter
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namespace ADOFAIRenderer.Util.Audio.Filter;
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// ReSharper disable once InconsistentNaming
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internal class RMSCompressor : IAudioFilter
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{
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// ReSharper disable once InconsistentNaming
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internal class RMSCompressor : IAudioFilter
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private float _thresholdDb = -20f;
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private float _ratio = 4f;
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private float _attackTime = 0.010f; // in seconds
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private float _releaseTime = 0.100f; // in seconds
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private float _kneeDb = 5f; // in dB
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private float _rmsWindowTime = 0.030f; // in seconds
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private float _lookAheadTime; // in seconds
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private int _lookAheadSamples;
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private int _sampleRate = 44100;
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private int _channels = 2;
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private float _attackCoef;
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private float _releaseCoef;
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private float _rmsCoef;
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// Per-channel state
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private float[] _rmsState = Array.Empty<float>(); // running mean-square (MS) state
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private float[] _gainState = Array.Empty<float>(); // smoothed gain reduction in dB
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private float[][] _delayBuffers = Array.Empty<float[]>(); // circular delay buffers
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private int[] _delayWriteIndices = Array.Empty<int>();
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public float LookAheadTime
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{
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private float _thresholdDb = -20f;
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private float _ratio = 4f;
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private float _attackTime = 0.010f; // in seconds
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private float _releaseTime = 0.100f; // in seconds
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private float _kneeDb = 5f; // in dB
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private float _rmsWindowTime = 0.030f; // in seconds
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private float _lookAheadTime; // in seconds
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private int _lookAheadSamples;
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private int _sampleRate = 44100;
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private int _channels = 2;
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private float _attackCoef;
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private float _releaseCoef;
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private float _rmsCoef;
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// Per-channel state
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private float[] _rmsState = Array.Empty<float>(); // running mean-square (MS) state
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private float[] _gainState = Array.Empty<float>(); // smoothed gain reduction in dB
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private float[][] _delayBuffers = Array.Empty<float[]>(); // circular delay buffers
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private int[] _delayWriteIndices = Array.Empty<int>();
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public float LookAheadTime
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get => _lookAheadTime;
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set
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{
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get => _lookAheadTime;
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set
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{
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_lookAheadTime = Math.Max(0f, Math.Min(1.0f, value));
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UpdateLookAheadSettings();
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}
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}
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public double Latency => _lookAheadTime;
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public float ThresholdDb
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{
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get => _thresholdDb;
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set => _thresholdDb = value;
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}
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public float Ratio
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{
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get => _ratio;
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set => _ratio = Math.Max(1f, value);
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}
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public float AttackTime
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{
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get => _attackTime;
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set
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{
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_attackTime = Math.Max(0.0001f, value);
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UpdateAttackCoef();
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}
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}
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public float ReleaseTime
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{
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get => _releaseTime;
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set
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{
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_releaseTime = Math.Max(0.0001f, value);
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UpdateReleaseCoef();
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}
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}
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public float KneeDb
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{
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get => _kneeDb;
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set => _kneeDb = Math.Max(0f, value);
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}
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public float RmsWindowTime
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{
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get => _rmsWindowTime;
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set
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{
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_rmsWindowTime = Math.Max(0.0001f, value);
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UpdateRmsCoef();
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}
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}
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public void Initialize(int sampleRate, int channels)
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{
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_sampleRate = sampleRate;
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_channels = channels;
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UpdateAttackCoef();
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UpdateReleaseCoef();
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UpdateRmsCoef();
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_lookAheadTime = Math.Max(0f, Math.Min(1.0f, value));
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UpdateLookAheadSettings();
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_rmsState = new float[channels];
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_gainState = new float[channels];
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Reset();
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}
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private void UpdateLookAheadSettings()
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{
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_lookAheadSamples = (int)Math.Round(_sampleRate * _lookAheadTime);
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ReallocateDelayBuffers();
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}
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private void ReallocateDelayBuffers()
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{
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if (_channels <= 0) return;
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_delayBuffers = new float[_channels][];
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_delayWriteIndices = new int[_channels];
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for (int i = 0; i < _channels; i++)
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{
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_delayBuffers[i] = _lookAheadSamples > 0 ? new float[_lookAheadSamples] : Array.Empty<float>();
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_delayWriteIndices[i] = 0;
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}
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}
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private void UpdateAttackCoef()
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{
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_attackCoef = (float)Math.Exp(-1.0 / (_sampleRate * _attackTime));
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}
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private void UpdateReleaseCoef()
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{
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_releaseCoef = (float)Math.Exp(-1.0 / (_sampleRate * _releaseTime));
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}
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private void UpdateRmsCoef()
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{
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_rmsCoef = (float)Math.Exp(-1.0 / (_sampleRate * _rmsWindowTime));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float ProcessSample(float sample, int channel)
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{
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if (channel < 0 || channel >= _channels)
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{
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return sample;
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}
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// Calculate running Mean-Square (MS) level
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// v_c[n] = alpha * v_c[n-1] + (1 - alpha) * x^2[n]
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float sq = sample * sample;
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_rmsState[channel] = _rmsCoef * _rmsState[channel] + (1.0f - _rmsCoef) * sq;
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float rmsSq = Math.Max(0f, _rmsState[channel]);
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// Convert to dB. 10 * log10(rmsSq) is equivalent to 20 * log10(sqrt(rmsSq))
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float rmsDb = 10.0f * (float)Math.Log10(rmsSq + 1e-12f);
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// Calculate static envelope curve (gain reduction in dB)
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float gStatic = 0f;
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if (_kneeDb > 0f)
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{
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if (rmsDb > _thresholdDb + _kneeDb * 0.5f)
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{
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gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
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}
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else if (rmsDb >= _thresholdDb - _kneeDb * 0.5f)
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{
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float diff = rmsDb - _thresholdDb + _kneeDb * 0.5f;
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gStatic = (1f / _ratio - 1f) * diff * diff / (2f * _kneeDb);
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}
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}
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else
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{
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if (rmsDb > _thresholdDb)
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{
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gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
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}
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}
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// Apply ballistics (attack and release) on the dB gain reduction
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float lastGain = _gainState[channel];
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float targetGain = gStatic;
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// Note: Since targetGain and lastGain are <= 0 (gain reduction in dB),
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// targetGain < lastGain means target gain reduction is larger (more negative),
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// so we are in the attack phase.
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float coef = targetGain < lastGain ? _attackCoef : _releaseCoef;
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float currentGain = coef * lastGain + (1f - coef) * targetGain;
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_gainState[channel] = currentGain;
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// Convert back to linear gain multiplier
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float linearGain = (float)Math.Pow(10.0, currentGain / 20.0);
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if (_lookAheadSamples > 0 && _delayBuffers.Length > channel && _delayBuffers[channel].Length > 0)
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{
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var buffer = _delayBuffers[channel];
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int writeIdx = _delayWriteIndices[channel];
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float delayedSample = buffer[writeIdx];
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buffer[writeIdx] = sample;
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_delayWriteIndices[channel] = (writeIdx + 1) % _lookAheadSamples;
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return delayedSample * linearGain;
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}
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return sample * linearGain;
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}
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public void ProcessBlock(Span<float> buffer)
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{
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for (var i = 0; i < buffer.Length; i++)
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{
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int channel = i % _channels;
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buffer[i] = ProcessSample(buffer[i], channel);
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}
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}
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public void Reset()
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{
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Array.Clear(_rmsState, 0, _rmsState.Length);
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Array.Clear(_gainState, 0, _gainState.Length);
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for (int i = 0; i < _delayBuffers.Length; i++)
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{
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Array.Clear(_delayBuffers[i], 0, _delayBuffers[i].Length);
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}
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Array.Clear(_delayWriteIndices, 0, _delayWriteIndices.Length);
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}
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}
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}
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public double Latency => _lookAheadTime;
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public float ThresholdDb
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{
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get => _thresholdDb;
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set => _thresholdDb = value;
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}
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public float Ratio
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{
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get => _ratio;
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set => _ratio = Math.Max(1f, value);
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}
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public float AttackTime
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{
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get => _attackTime;
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set
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{
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_attackTime = Math.Max(0.0001f, value);
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UpdateAttackCoef();
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}
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}
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public float ReleaseTime
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{
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get => _releaseTime;
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set
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{
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_releaseTime = Math.Max(0.0001f, value);
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UpdateReleaseCoef();
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}
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}
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public float KneeDb
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{
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get => _kneeDb;
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set => _kneeDb = Math.Max(0f, value);
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}
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public float RmsWindowTime
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{
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get => _rmsWindowTime;
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set
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{
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_rmsWindowTime = Math.Max(0.0001f, value);
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UpdateRmsCoef();
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}
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}
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public void Initialize(int sampleRate, int channels)
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{
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_sampleRate = sampleRate;
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_channels = channels;
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UpdateAttackCoef();
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UpdateReleaseCoef();
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UpdateRmsCoef();
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UpdateLookAheadSettings();
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_rmsState = new float[channels];
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_gainState = new float[channels];
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Reset();
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}
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private void UpdateLookAheadSettings()
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{
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_lookAheadSamples = (int)Math.Round(_sampleRate * _lookAheadTime);
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ReallocateDelayBuffers();
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}
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private void ReallocateDelayBuffers()
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{
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if (_channels <= 0) return;
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_delayBuffers = new float[_channels][];
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_delayWriteIndices = new int[_channels];
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for (int i = 0; i < _channels; i++)
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{
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_delayBuffers[i] = _lookAheadSamples > 0 ? new float[_lookAheadSamples] : Array.Empty<float>();
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_delayWriteIndices[i] = 0;
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}
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}
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private void UpdateAttackCoef()
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{
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_attackCoef = (float)Math.Exp(-1.0 / (_sampleRate * _attackTime));
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}
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private void UpdateReleaseCoef()
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{
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_releaseCoef = (float)Math.Exp(-1.0 / (_sampleRate * _releaseTime));
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}
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private void UpdateRmsCoef()
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{
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_rmsCoef = (float)Math.Exp(-1.0 / (_sampleRate * _rmsWindowTime));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float ProcessSample(float sample, int channel)
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{
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if (channel < 0 || channel >= _channels)
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{
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return sample;
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}
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// Calculate running Mean-Square (MS) level
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// v_c[n] = alpha * v_c[n-1] + (1 - alpha) * x^2[n]
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float sq = sample * sample;
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_rmsState[channel] = _rmsCoef * _rmsState[channel] + (1.0f - _rmsCoef) * sq;
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float rmsSq = Math.Max(0f, _rmsState[channel]);
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// Convert to dB. 10 * log10(rmsSq) is equivalent to 20 * log10(sqrt(rmsSq))
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float rmsDb = 10.0f * (float)Math.Log10(rmsSq + 1e-12f);
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// Calculate static envelope curve (gain reduction in dB)
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float gStatic = 0f;
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if (_kneeDb > 0f)
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{
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if (rmsDb > _thresholdDb + _kneeDb * 0.5f)
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{
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gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
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}
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else if (rmsDb >= _thresholdDb - _kneeDb * 0.5f)
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{
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float diff = rmsDb - _thresholdDb + _kneeDb * 0.5f;
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gStatic = (1f / _ratio - 1f) * diff * diff / (2f * _kneeDb);
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}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rmsDb > _thresholdDb)
|
||||
{
|
||||
gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
|
||||
}
|
||||
}
|
||||
|
||||
// Apply ballistics (attack and release) on the dB gain reduction
|
||||
float lastGain = _gainState[channel];
|
||||
float targetGain = gStatic;
|
||||
|
||||
// Note: Since targetGain and lastGain are <= 0 (gain reduction in dB),
|
||||
// targetGain < lastGain means target gain reduction is larger (more negative),
|
||||
// so we are in the attack phase.
|
||||
float coef = targetGain < lastGain ? _attackCoef : _releaseCoef;
|
||||
float currentGain = coef * lastGain + (1f - coef) * targetGain;
|
||||
_gainState[channel] = currentGain;
|
||||
|
||||
// Convert back to linear gain multiplier
|
||||
float linearGain = (float)Math.Pow(10.0, currentGain / 20.0);
|
||||
|
||||
if (_lookAheadSamples > 0 && _delayBuffers.Length > channel && _delayBuffers[channel].Length > 0)
|
||||
{
|
||||
var buffer = _delayBuffers[channel];
|
||||
int writeIdx = _delayWriteIndices[channel];
|
||||
float delayedSample = buffer[writeIdx];
|
||||
buffer[writeIdx] = sample;
|
||||
_delayWriteIndices[channel] = (writeIdx + 1) % _lookAheadSamples;
|
||||
return delayedSample * linearGain;
|
||||
}
|
||||
|
||||
return sample * linearGain;
|
||||
}
|
||||
|
||||
public void ProcessBlock(Span<float> buffer)
|
||||
{
|
||||
for (var i = 0; i < buffer.Length; i++)
|
||||
{
|
||||
int channel = i % _channels;
|
||||
buffer[i] = ProcessSample(buffer[i], channel);
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
Array.Clear(_rmsState, 0, _rmsState.Length);
|
||||
Array.Clear(_gainState, 0, _gainState.Length);
|
||||
|
||||
foreach (var delayBuffer in _delayBuffers)
|
||||
{
|
||||
Array.Clear(delayBuffer, 0, delayBuffer.Length);
|
||||
}
|
||||
Array.Clear(_delayWriteIndices, 0, _delayWriteIndices.Length);
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user