Update from personal repository.

* Added an initial "formant preservation" option when pitch shifting
 * Real-time pitch shifting now uses a faster method by default, with
   less variation in CPU usage
 * The code is more amenable to compiler auto-vectorization (through
   e.g. gcc --ftree-vectorize).
This commit is contained in:
Chris Cannam
2008-05-22 16:54:27 +00:00
parent 52a10829ef
commit 1d41c952e8
51 changed files with 3157 additions and 676 deletions

View File

@@ -3,7 +3,7 @@
/*
Rubber Band
An audio time-stretching and pitch-shifting library.
Copyright 2007 Chris Cannam.
Copyright 2007-2008 Chris Cannam.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
@@ -14,15 +14,18 @@
#include "PercussiveAudioCurve.h"
#include "Profiler.h"
#include <cmath>
namespace RubberBand
{
PercussiveAudioCurve::PercussiveAudioCurve(size_t sampleRate, size_t windowSize) :
AudioCurve(sampleRate, windowSize)
{
m_prevMag = new double[m_windowSize/2 + 1];
m_prevMag = new float[m_windowSize/2 + 1];
for (size_t i = 0; i <= m_windowSize/2; ++i) {
m_prevMag[i] = 0.f;
@@ -45,29 +48,60 @@ PercussiveAudioCurve::reset()
void
PercussiveAudioCurve::setWindowSize(size_t newSize)
{
delete[] m_prevMag;
m_windowSize = newSize;
m_prevMag = new double[m_windowSize/2 + 1];
delete[] m_prevMag;
m_prevMag = new float[m_windowSize/2 + 1];
reset();
}
float
PercussiveAudioCurve::process(float *mag, size_t increment)
PercussiveAudioCurve::process(const float *R__ mag, size_t increment)
{
static float threshold = pow(10, 0.3);
static float zeroThresh = pow(10, -16);
static float threshold = powf(10.f, 0.15f); // 3dB rise in square of magnitude
static float zeroThresh = powf(10.f, -8);
size_t count = 0;
size_t nonZeroCount = 0;
for (size_t n = 1; n <= m_windowSize / 2; ++n) {
float sqrmag = mag[n] * mag[n];
bool above = ((sqrmag / m_prevMag[n]) >= threshold);
const int sz = m_windowSize / 2;
for (int n = 1; n <= sz; ++n) {
bool above = ((mag[n] / m_prevMag[n]) >= threshold);
if (above) ++count;
if (sqrmag > zeroThresh) ++nonZeroCount;
m_prevMag[n] = sqrmag;
if (mag[n] > zeroThresh) ++nonZeroCount;
}
for (int n = 1; n <= sz; ++n) {
m_prevMag[n] = mag[n];
}
if (nonZeroCount == 0) return 0;
else return float(count) / float(nonZeroCount);
}
float
PercussiveAudioCurve::process(const double *R__ mag, size_t increment)
{
Profiler profiler("PercussiveAudioCurve::process");
static double threshold = pow(10.0, 0.15); // 3dB rise in square of magnitude
static double zeroThresh = pow(10.0, -8);
size_t count = 0;
size_t nonZeroCount = 0;
const int sz = m_windowSize / 2;
for (int n = 1; n <= sz; ++n) {
bool above = ((mag[n] / m_prevMag[n]) >= threshold);
if (above) ++count;
if (mag[n] > zeroThresh) ++nonZeroCount;
}
for (int n = 1; n <= sz; ++n) {
m_prevMag[n] = mag[n];
}
if (nonZeroCount == 0) return 0;