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path: root/core/multimedia/opieplayer/modplug/snd_dsp.cpp
authorllornkcor <llornkcor>2002-07-20 22:07:31 (UTC)
committer llornkcor <llornkcor>2002-07-20 22:07:31 (UTC)
commit2342d48be31847e7ead9d1cc682452e8f0122351 (patch) (side-by-side diff)
tree8329bb94e9d429c905a0ef6b881cf1c0f775bf14 /core/multimedia/opieplayer/modplug/snd_dsp.cpp
parent0f24c1fb86d3bb58d8696358b824c0e01752b10d (diff)
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initial commit of modplugin
Diffstat (limited to 'core/multimedia/opieplayer/modplug/snd_dsp.cpp') (more/less context) (ignore whitespace changes)
-rw-r--r--core/multimedia/opieplayer/modplug/snd_dsp.cpp488
1 files changed, 488 insertions, 0 deletions
diff --git a/core/multimedia/opieplayer/modplug/snd_dsp.cpp b/core/multimedia/opieplayer/modplug/snd_dsp.cpp
new file mode 100644
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--- a/dev/null
+++ b/core/multimedia/opieplayer/modplug/snd_dsp.cpp
@@ -0,0 +1,488 @@
+/*
+ * This program is free software; you can redistribute it and modify it
+ * under the terms of the GNU General Public License as published by the
+ * Free Software Foundation; either version 2 of the license or (at your
+ * option) any later version.
+ *
+ * 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;
+}