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@ -52,29 +52,32 @@ class AudioEffectCompressor_F32 : public AudioStream_F32 |
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//apply the desired gain...store the processed audio back into audio_block
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arm_mult_f32(audio_block->data, gain_block->data, audio_block->data, audio_block->length); |
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///transmit the block and release memory
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//transmit the block and release memory
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AudioStream_F32::transmit(audio_block); |
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AudioStream_F32::release(audio_block); |
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AudioStream_F32::release(gain_block); |
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AudioStream_F32::release(audio_level_dB_block); |
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} |
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// Here's the method that estimates the level of the audio (in dB)
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// It squares the signal and low-pass filters to get a time-averaged
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// signal power. It then
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void calcAudioLevel_dB(audio_block_f32_t *wav_block, audio_block_f32_t *level_dB_block) {
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// calculate the instantaneous signal power (square the signal)
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audio_block_f32_t *wav_pow_block = AudioStream_F32::allocate_f32(); |
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arm_mult_f32(wav_block->data, wav_block->data, wav_pow_block->data, wav_block->length); |
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//apply a smoothing filter to wav_pow_block and convert to dB
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float c1 = level_lp_const; |
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float c2 = 1.0f - c1; |
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// low-pass filter and convert to dB
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float c1 = level_lp_const, c2 = 1.0f - c1; //prepare constants
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for (int i = 0; i < wav_pow_block->length; i++) { |
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//compute target gain (well, we're actualy calculating gain^2) assuming we want to copress
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// first-order low-pass filter to get a running estimate of the average power
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wav_pow_block->data[i] = c1*prev_level_lp_pow + c2*wav_pow_block->data[i]; |
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//save state for next time (and for next data block)
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// save the state of the first-order low-pass filter
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prev_level_lp_pow = wav_pow_block->data[i];
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//convert to dB (but not yet multiplied by 10.0
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//now convert the signal power to dB (but not yet multiplied by 10.0)
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level_dB_block->data[i] = log10f(wav_pow_block->data[i]); |
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} |
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@ -89,9 +92,11 @@ class AudioEffectCompressor_F32 : public AudioStream_F32 |
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return; //output is passed through level_dB_block
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} |
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//This method computes the desired gain from the compressor, given an estimate
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//of the signal level (in dB)
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void calcGain(audio_block_f32_t *audio_level_dB_block, audio_block_f32_t *gain_block) {
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//first, calculate the instantaneous target gain
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//first, calculate the instantaneous target gain based on the compression ratio
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audio_block_f32_t *inst_targ_gain_dB_block = AudioStream_F32::allocate_f32();
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calcInstantaneousTargetGain(audio_level_dB_block, inst_targ_gain_dB_block); |
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@ -99,9 +104,9 @@ class AudioEffectCompressor_F32 : public AudioStream_F32 |
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audio_block_f32_t *gain_dB_block = AudioStream_F32::allocate_f32();
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calcSmoothedGain_dB(inst_targ_gain_dB_block,gain_dB_block); |
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//finally, convert from dB to linear gain: gain = 10^(gain_dB/20)
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//finally, convert from dB to linear gain: gain = 10^(gain_dB/20); (ie this takes care of the sqrt, too!)
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arm_scale_f32(gain_dB_block->data, 1.0f/20.0f, gain_dB_block->data, gain_dB_block->length); //divide by 20
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for (int i = 0; i < gain_dB_block->length; i++) gain_block->data[i] = powf(10.0f,gain_dB_block->data[i]); //10^(x)
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for (int i = 0; i < gain_dB_block->length; i++) gain_block->data[i] = powf(10.0f,gain_dB_block->data[i]); //do the 10^(x)
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//release memory and return
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AudioStream_F32::release(gain_dB_block); |
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@ -109,6 +114,8 @@ class AudioEffectCompressor_F32 : public AudioStream_F32 |
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return; //output is passed through gain_block
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} |
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//Compute the instantaneous desired gain, including the compression ratio and
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//threshold for where the comrpession kicks in
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void calcInstantaneousTargetGain(audio_block_f32_t *audio_level_dB_block, audio_block_f32_t *inst_targ_gain_dB_block) { |
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// how much are we above the compression threshold?
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@ -140,6 +147,8 @@ class AudioEffectCompressor_F32 : public AudioStream_F32 |
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return; //output is passed through inst_targ_gain_dB_block
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} |
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//this method applies the "attack" and "release" constants to smooth the
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//target gain level through time.
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void calcSmoothedGain_dB(audio_block_f32_t *inst_targ_gain_dB_block, audio_block_f32_t *gain_dB_block) { |
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float32_t gain_dB; |
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float32_t one_minus_attack_const = 1.0f - attack_const; |
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