////////////////////////////////////////////////////////////////////////////// /// /// SoundTouch DLL wrapper - wraps SoundTouch routines into a Dynamic Load /// Library interface. /// /// Author : Copyright (c) Olli Parviainen /// Author e-mail : oparviai 'at' iki.fi /// SoundTouch WWW: http://www.surina.net/soundtouch /// //////////////////////////////////////////////////////////////////////////////// // // License : // // SoundTouch audio processing library // Copyright (c) Olli Parviainen // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // //////////////////////////////////////////////////////////////////////////////// #if defined(_WIN32) || defined(WIN32) #include // DLL main in Windows compilation BOOL APIENTRY DllMain( HANDLE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } #endif #include #include #include "SoundTouchDLL.h" #include "SoundTouch.h" #include "BPMDetect.h" using namespace soundtouch; #ifdef SOUNDTOUCH_INTEGER_SAMPLES #error "error - compile the dll version with float samples" #endif // SOUNDTOUCH_INTEGER_SAMPLES ////////////// typedef struct { DWORD dwMagic; SoundTouch *pst; } STHANDLE; typedef struct { DWORD dwMagic; BPMDetect *pbpm; uint numChannels; } BPMHANDLE; #define STMAGIC 0x1770C001 #define BPMMAGIC 0x1771C10a SOUNDTOUCHDLL_API HANDLE __cdecl soundtouch_createInstance() { STHANDLE *tmp = new STHANDLE; if (tmp) { tmp->dwMagic = STMAGIC; tmp->pst = new SoundTouch(); if (tmp->pst == nullptr) { delete tmp; tmp = nullptr; } } return (HANDLE)tmp; } SOUNDTOUCHDLL_API void __cdecl soundtouch_destroyInstance(HANDLE h) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->dwMagic = 0; if (sth->pst) delete sth->pst; sth->pst = nullptr; delete sth; } /// Get SoundTouch library version string SOUNDTOUCHDLL_API const char *__cdecl soundtouch_getVersionString() { return SoundTouch::getVersionString(); } /// Get SoundTouch library version string - alternative function for /// environments that can't properly handle character string as return value SOUNDTOUCHDLL_API void __cdecl soundtouch_getVersionString2(char* versionString, int bufferSize) { strncpy(versionString, SoundTouch::getVersionString(), bufferSize - 1); versionString[bufferSize - 1] = 0; } /// Get SoundTouch library version Id SOUNDTOUCHDLL_API uint __cdecl soundtouch_getVersionId() { return SoundTouch::getVersionId(); } /// Sets new rate control value. Normal rate = 1.0, smaller values /// represent slower rate, larger faster rates. SOUNDTOUCHDLL_API void __cdecl soundtouch_setRate(HANDLE h, float newRate) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->setRate(newRate); } /// Sets new tempo control value. Normal tempo = 1.0, smaller values /// represent slower tempo, larger faster tempo. SOUNDTOUCHDLL_API void __cdecl soundtouch_setTempo(HANDLE h, float newTempo) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->setTempo(newTempo); } /// Sets new rate control value as a difference in percents compared /// to the original rate (-50 .. +100 %) SOUNDTOUCHDLL_API void __cdecl soundtouch_setRateChange(HANDLE h, float newRate) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->setRateChange(newRate); } /// Sets new tempo control value as a difference in percents compared /// to the original tempo (-50 .. +100 %) SOUNDTOUCHDLL_API void __cdecl soundtouch_setTempoChange(HANDLE h, float newTempo) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->setTempoChange(newTempo); } /// Sets new pitch control value. Original pitch = 1.0, smaller values /// represent lower pitches, larger values higher pitch. SOUNDTOUCHDLL_API void __cdecl soundtouch_setPitch(HANDLE h, float newPitch) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->setPitch(newPitch); } /// Sets pitch change in octaves compared to the original pitch /// (-1.00 .. +1.00) SOUNDTOUCHDLL_API void __cdecl soundtouch_setPitchOctaves(HANDLE h, float newPitch) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->setPitchOctaves(newPitch); } /// Sets pitch change in semi-tones compared to the original pitch /// (-12 .. +12) SOUNDTOUCHDLL_API void __cdecl soundtouch_setPitchSemiTones(HANDLE h, float newPitch) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->setPitchSemiTones(newPitch); } /// Sets the number of channels, 1 = mono, 2 = stereo SOUNDTOUCHDLL_API int __cdecl soundtouch_setChannels(HANDLE h, uint numChannels) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; try { sth->pst->setChannels(numChannels); } catch (const std::exception&) { return 0; } return 1; } /// Sets sample rate. SOUNDTOUCHDLL_API int __cdecl soundtouch_setSampleRate(HANDLE h, uint srate) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; try { sth->pst->setSampleRate(srate); } catch (const std::exception&) { return 0; } return 1; } /// Flushes the last samples from the processing pipeline to the output. /// Clears also the internal processing buffers. // /// Note: This function is meant for extracting the last samples of a sound /// stream. This function may introduce additional blank samples in the end /// of the sound stream, and thus it's not recommended to call this function /// in the middle of a sound stream. SOUNDTOUCHDLL_API int __cdecl soundtouch_flush(HANDLE h) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; try { sth->pst->flush(); } catch (const std::exception&) { return 0; } return 1; } /// Adds 'numSamples' pcs of samples from the 'samples' memory position into /// the input of the object. Notice that sample rate _has_to_ be set before /// calling this function, otherwise throws a runtime_error exception. SOUNDTOUCHDLL_API int __cdecl soundtouch_putSamples(HANDLE h, const SAMPLETYPE *samples, ///< Pointer to sample buffer. unsigned int numSamples ///< Number of samples in buffer. Notice ///< that in case of stereo-sound a single sample ///< contains data for both channels. ) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; try { sth->pst->putSamples(samples, numSamples); } catch (const std::exception&) { return 0; } return 1; } /// int16 version of soundtouch_putSamples(): This accept int16 (short) sample data /// and internally converts it to float format before processing SOUNDTOUCHDLL_API void __cdecl soundtouch_putSamples_i16(HANDLE h, const short *samples, ///< Pointer to sample buffer. unsigned int numSamples ///< Number of sample frames in buffer. Notice ///< that in case of multi-channel sound a single sample ///< contains data for all channels. ) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; uint numChannels = sth->pst->numChannels(); // iterate until all samples converted & put to SoundTouch object while (numSamples > 0) { float convert[8192]; // allocate temporary conversion buffer from stack // how many multichannel samples fit into 'convert' buffer: uint convSamples = 8192 / numChannels; // convert max 'nround' values at a time to guarantee that these fit in the 'convert' buffer uint n = (numSamples > convSamples) ? convSamples : numSamples; for (uint i = 0; i < n * numChannels; i++) { convert[i] = samples[i]; } // put the converted samples into SoundTouch sth->pst->putSamples(convert, n); numSamples -= n; samples += n * numChannels; } } /// Clears all the samples in the object's output and internal processing /// buffers. SOUNDTOUCHDLL_API void __cdecl soundtouch_clear(HANDLE h) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return; sth->pst->clear(); } /// Changes a setting controlling the processing system behaviour. See the /// 'SETTING_...' defines for available setting ID's. /// /// \return 'nonzero' if the setting was successfully changed SOUNDTOUCHDLL_API int __cdecl soundtouch_setSetting(HANDLE h, int settingId, ///< Setting ID number. see SETTING_... defines. int value ///< New setting value. ) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return FALSE; return sth->pst->setSetting(settingId, value); } /// Reads a setting controlling the processing system behaviour. See the /// 'SETTING_...' defines for available setting ID's. /// /// \return the setting value. SOUNDTOUCHDLL_API int __cdecl soundtouch_getSetting(HANDLE h, int settingId ///< Setting ID number, see SETTING_... defines. ) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return -1; return sth->pst->getSetting(settingId); } /// Returns number of samples currently unprocessed. SOUNDTOUCHDLL_API uint __cdecl soundtouch_numUnprocessedSamples(HANDLE h) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; return sth->pst->numUnprocessedSamples(); } /// Receive ready samples from the processing pipeline. /// /// if called with outBuffer=nullptr, just reduces amount of ready samples within the pipeline. SOUNDTOUCHDLL_API uint __cdecl soundtouch_receiveSamples(HANDLE h, SAMPLETYPE *outBuffer, ///< Buffer where to copy output samples. unsigned int maxSamples ///< How many samples to receive at max. ) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; if (outBuffer) { return sth->pst->receiveSamples(outBuffer, maxSamples); } else { return sth->pst->receiveSamples(maxSamples); } } /// int16 version of soundtouch_receiveSamples(): This converts internal float samples /// into int16 (short) return data type SOUNDTOUCHDLL_API uint __cdecl soundtouch_receiveSamples_i16(HANDLE h, short *outBuffer, ///< Buffer where to copy output samples. unsigned int maxSamples ///< How many samples to receive at max. ) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; uint outTotal = 0; if (outBuffer == nullptr) { // only reduce sample count, not receive samples return sth->pst->receiveSamples(maxSamples); } uint numChannels = sth->pst->numChannels(); // iterate until all samples converted & put to SoundTouch object while (maxSamples > 0) { float convert[8192]; // allocate temporary conversion buffer from stack // how many multichannel samples fit into 'convert' buffer: uint convSamples = 8192 / numChannels; // request max 'nround' values at a time to guarantee that these fit in the 'convert' buffer uint n = (maxSamples > convSamples) ? convSamples : maxSamples; uint out = sth->pst->receiveSamples(convert, n); // convert & saturate received samples to int16 for (uint i = 0; i < out * numChannels; i++) { // first convert value to int32, then saturate to int16 min/max limits int value = (int)convert[i]; value = (value < SHRT_MIN) ? SHRT_MIN : (value > SHRT_MAX) ? SHRT_MAX : value; outBuffer[i] = (short)value; } outTotal += out; if (out < n) break; // didn't get as many as asked => no more samples available => break here maxSamples -= n; outBuffer += out * numChannels; } // return number of processed samples return outTotal; } /// Returns number of samples currently available. SOUNDTOUCHDLL_API uint __cdecl soundtouch_numSamples(HANDLE h) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return 0; return sth->pst->numSamples(); } /// Returns nonzero if there aren't any samples available for outputting. SOUNDTOUCHDLL_API int __cdecl soundtouch_isEmpty(HANDLE h) { STHANDLE *sth = (STHANDLE*)h; if (sth->dwMagic != STMAGIC) return -1; return sth->pst->isEmpty(); } SOUNDTOUCHDLL_API HANDLE __cdecl bpm_createInstance(int numChannels, int sampleRate) { BPMHANDLE *tmp = new BPMHANDLE; if (tmp) { tmp->dwMagic = BPMMAGIC; try { tmp->pbpm = new BPMDetect(numChannels, sampleRate); } catch (const std::exception&) { tmp->pbpm = nullptr; } if (tmp->pbpm == nullptr) { delete tmp; tmp = nullptr; } } return (HANDLE)tmp; } SOUNDTOUCHDLL_API void __cdecl bpm_destroyInstance(HANDLE h) { BPMHANDLE *sth = (BPMHANDLE*)h; if (sth->dwMagic != BPMMAGIC) return; sth->dwMagic = 0; if (sth->pbpm) delete sth->pbpm; sth->pbpm = nullptr; delete sth; } /// Feed 'numSamples' sample frames from 'samples' into the BPM detection handler SOUNDTOUCHDLL_API void __cdecl bpm_putSamples(HANDLE h, const float *samples, unsigned int numSamples) { BPMHANDLE *bpmh = (BPMHANDLE*)h; if (bpmh->dwMagic != BPMMAGIC) return; bpmh->pbpm->inputSamples(samples, numSamples); } /// Feed 'numSamples' sample frames from 'samples' into the BPM detection handler. /// 16bit int sample format version. SOUNDTOUCHDLL_API void __cdecl bpm_putSamples_i16(HANDLE h, const short *samples, unsigned int numSamples) { BPMHANDLE *bpmh = (BPMHANDLE*)h; if (bpmh->dwMagic != BPMMAGIC) return; uint numChannels = bpmh->numChannels; // iterate until all samples converted & put to SoundTouch object while (numSamples > 0) { float convert[8192]; // allocate temporary conversion buffer from stack // how many multichannel samples fit into 'convert' buffer: uint convSamples = 8192 / numChannels; // convert max 'nround' values at a time to guarantee that these fit in the 'convert' buffer uint n = (numSamples > convSamples) ? convSamples : numSamples; for (uint i = 0; i < n * numChannels; i++) { convert[i] = samples[i]; } // put the converted samples into SoundTouch bpmh->pbpm->inputSamples(convert, n); numSamples -= n; samples += n * numChannels; } } /// Analyzes the results and returns the BPM rate. Use this function to read result /// after whole song data has been input to the class by consecutive calls of /// 'inputSamples' function. /// /// \return Beats-per-minute rate, or zero if detection failed. SOUNDTOUCHDLL_API float __cdecl bpm_getBpm(HANDLE h) { BPMHANDLE *bpmh = (BPMHANDLE*)h; if (bpmh->dwMagic != BPMMAGIC) return 0; return bpmh->pbpm->getBpm(); } /// Get beat position arrays. Note: The array includes also really low beat detection values /// in absence of clear strong beats. Consumer may wish to filter low values away. /// - "pos" receive array of beat positions /// - "values" receive array of beat detection strengths /// - max_num indicates max.size of "pos" and "values" array. /// /// You can query a suitable array sized by calling this with nullptr in "pos" & "values". /// /// \return number of beats in the arrays. SOUNDTOUCHDLL_API int __cdecl bpm_getBeats(HANDLE h, float* pos, float* strength, int count) { BPMHANDLE *bpmh = (BPMHANDLE *)h; if (bpmh->dwMagic != BPMMAGIC) return 0; return bpmh->pbpm->getBeats(pos, strength, count); }