184 lines
6.1 KiB
Go
184 lines
6.1 KiB
Go
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package beep
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import (
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"fmt"
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"math"
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)
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// Resample takes a Streamer which is assumed to stream at the old sample rate and returns a
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// Streamer, which streams the data from the original Streamer resampled to the new sample rate.
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//
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// This is, for example, useful when mixing multiple Streamer with different sample rates, either
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// through a beep.Mixer, or through a speaker. Speaker has a constant sample rate. Thus, playing
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// Streamer which stream at a different sample rate will lead to a changed speed and pitch of the
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// playback.
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//
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// sr := beep.SampleRate(48000)
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// speaker.Init(sr, sr.N(time.Second/2))
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// speaker.Play(beep.Resample(3, format.SampleRate, sr, s))
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//
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// In the example, the original sample rate of the source if format.SampleRate. We want to play it
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// at the speaker's native sample rate and thus we need to resample.
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//
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// The quality argument specifies the quality of the resampling process. Higher quality implies
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// worse performance. Values below 1 or above 64 are invalid and Resample will panic. Here's a table
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// for deciding which quality to pick.
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//
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// quality | use case
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// --------|---------
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// 1 | very high performance, on-the-fly resampling, low quality
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// 3-4 | good performance, on-the-fly resampling, good quality
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// 6 | higher CPU usage, usually not suitable for on-the-fly resampling, very good quality
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// >6 | even higher CPU usage, for offline resampling, very good quality
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//
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// Sane quality values are usually below 16. Higher values will consume too much CPU, giving
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// negligible quality improvements.
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//
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// Resample propagates errors from s.
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func Resample(quality int, old, new SampleRate, s Streamer) *Resampler {
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return ResampleRatio(quality, float64(old)/float64(new), s)
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}
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// ResampleRatio is same as Resample, except it takes the ratio of the old and the new sample rate,
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// specifically, the old sample rate divided by the new sample rate. Aside from correcting the
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// sample rate, this can be used to change the speed of the audio. For example, resampling at the
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// ratio of 2 and playing at the original sample rate will cause doubled speed in playback.
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func ResampleRatio(quality int, ratio float64, s Streamer) *Resampler {
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if quality < 1 || 64 < quality {
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panic(fmt.Errorf("resample: invalid quality: %d", quality))
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}
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if math.IsInf(ratio, 0) || math.IsNaN(ratio) {
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panic(fmt.Errorf("resample: invalid ratio: %f", ratio))
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}
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return &Resampler{
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s: s,
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ratio: ratio,
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first: true,
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buf1: make([][2]float64, 512),
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buf2: make([][2]float64, 512),
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pts: make([]point, quality*2),
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off: 0,
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pos: 0,
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}
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}
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// Resampler is a Streamer created by Resample and ResampleRatio functions. It allows dynamic
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// changing of the resampling ratio, which can be useful for dynamically changing the speed of
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// streaming.
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type Resampler struct {
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s Streamer // the orignal streamer
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ratio float64 // old sample rate / new sample rate
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first bool // true when Stream was not called before
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buf1, buf2 [][2]float64 // buf1 contains previous buf2, new data goes into buf2, buf1 is because interpolation might require old samples
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pts []point // pts is for points used for interpolation
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off int // off is the position of the start of buf2 in the original data
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pos int // pos is the current position in the resampled data
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}
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// Stream streams the original audio resampled according to the current ratio.
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func (r *Resampler) Stream(samples [][2]float64) (n int, ok bool) {
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// if it's the first time, we need to fill buf2 with initial data, buf1 remains zeroed
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if r.first {
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sn, _ := r.s.Stream(r.buf2)
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r.buf2 = r.buf2[:sn]
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r.first = false
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}
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// we start resampling, sample by sample
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for len(samples) > 0 {
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again:
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for c := range samples[0] {
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// calculate the current position in the original data
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j := float64(r.pos) * r.ratio
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// find quality*2 closest samples to j and translate them to points for interpolation
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for pi := range r.pts {
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// calculate the index of one of the closest samples
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k := int(j) + pi - len(r.pts)/2 + 1
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var y float64
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switch {
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// the sample is in buf1
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case k < r.off:
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y = r.buf1[len(r.buf1)+k-r.off][c]
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// the sample is in buf2
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case k < r.off+len(r.buf2):
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y = r.buf2[k-r.off][c]
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// the sample is beyond buf2, so we need to load new data
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case k >= r.off+len(r.buf2):
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// we load into buf1
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sn, _ := r.s.Stream(r.buf1)
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// this condition happens when the original Streamer got
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// drained and j is after the end of the
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// original data
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if int(j) >= r.off+len(r.buf2)+sn {
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return n, n > 0
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}
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// this condition happens when the original Streamer got
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// drained and this one of the closest samples is after the
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// end of the original data
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if k >= r.off+len(r.buf2)+sn {
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y = 0
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break
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}
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// otherwise everything is fine, we swap buffers and start
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// calculating the sample again
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r.off += len(r.buf2)
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r.buf1 = r.buf1[:sn]
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r.buf1, r.buf2 = r.buf2, r.buf1
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goto again
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}
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r.pts[pi] = point{float64(k), y}
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}
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// calculate the resampled sample using polynomial interpolation from the
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// quality*2 closest samples
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samples[0][c] = lagrange(r.pts, j)
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}
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samples = samples[1:]
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n++
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r.pos++
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}
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return n, true
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}
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// Err propagates the original Streamer's errors.
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func (r *Resampler) Err() error {
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return r.s.Err()
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}
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// Ratio returns the current resampling ratio.
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func (r *Resampler) Ratio() float64 {
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return r.ratio
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}
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// SetRatio sets the resampling ratio. This does not cause any glitches in the stream.
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func (r *Resampler) SetRatio(ratio float64) {
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if math.IsInf(ratio, 0) || math.IsNaN(ratio) {
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panic(fmt.Errorf("resample: invalid ratio: %f", ratio))
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}
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r.pos = int(float64(r.pos) * r.ratio / ratio)
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r.ratio = ratio
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}
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// lagrange calculates the value at x of a polynomial of order len(pts)+1 which goes through all
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// points in pts
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func lagrange(pts []point, x float64) (y float64) {
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y = 0.0
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for j := range pts {
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l := 1.0
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for m := range pts {
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if j == m {
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continue
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}
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l *= (x - pts[m].X) / (pts[j].X - pts[m].X)
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}
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y += pts[j].Y * l
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}
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return y
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}
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type point struct {
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X, Y float64
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}
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