mirror of
https://github.com/RPCS3/soundtouch.git
synced 2024-11-08 20:12:27 +01:00
583 lines
17 KiB
C++
583 lines
17 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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///
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/// SoundTouch DLL wrapper - wraps SoundTouch routines into a Dynamic Load
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/// Library interface.
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///
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/// Author : Copyright (c) Olli Parviainen
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/// Author e-mail : oparviai 'at' iki.fi
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/// SoundTouch WWW: http://www.surina.net/soundtouch
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///
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////////////////////////////////////////////////////////////////////////////////
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//
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// License :
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//
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// SoundTouch audio processing library
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// Copyright (c) Olli Parviainen
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////
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#if defined(_WIN32) || defined(WIN32)
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#include <windows.h>
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// DLL main in Windows compilation
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BOOL APIENTRY DllMain( HANDLE hModule,
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DWORD ul_reason_for_call,
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LPVOID lpReserved
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)
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{
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switch (ul_reason_for_call)
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{
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case DLL_PROCESS_ATTACH:
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case DLL_THREAD_ATTACH:
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case DLL_THREAD_DETACH:
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case DLL_PROCESS_DETACH:
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break;
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}
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return TRUE;
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}
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#endif
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#include <limits.h>
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#include <string.h>
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#include "SoundTouchDLL.h"
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#include "SoundTouch.h"
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#include "BPMDetect.h"
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using namespace soundtouch;
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#ifdef SOUNDTOUCH_INTEGER_SAMPLES
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#error "error - compile the dll version with float samples"
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#endif // SOUNDTOUCH_INTEGER_SAMPLES
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//////////////
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typedef struct
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{
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DWORD dwMagic;
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SoundTouch *pst;
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} STHANDLE;
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typedef struct
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{
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DWORD dwMagic;
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BPMDetect *pbpm;
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uint numChannels;
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} BPMHANDLE;
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#define STMAGIC 0x1770C001
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#define BPMMAGIC 0x1771C10a
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SOUNDTOUCHDLL_API HANDLE __cdecl soundtouch_createInstance()
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{
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STHANDLE *tmp = new STHANDLE;
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if (tmp)
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{
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tmp->dwMagic = STMAGIC;
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tmp->pst = new SoundTouch();
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if (tmp->pst == nullptr)
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{
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delete tmp;
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tmp = nullptr;
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}
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}
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return (HANDLE)tmp;
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}
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SOUNDTOUCHDLL_API void __cdecl soundtouch_destroyInstance(HANDLE h)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->dwMagic = 0;
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if (sth->pst) delete sth->pst;
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sth->pst = nullptr;
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delete sth;
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}
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/// Get SoundTouch library version string
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SOUNDTOUCHDLL_API const char *__cdecl soundtouch_getVersionString()
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{
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return SoundTouch::getVersionString();
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}
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/// Get SoundTouch library version string - alternative function for
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/// environments that can't properly handle character string as return value
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SOUNDTOUCHDLL_API void __cdecl soundtouch_getVersionString2(char* versionString, int bufferSize)
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{
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strncpy(versionString, SoundTouch::getVersionString(), bufferSize - 1);
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versionString[bufferSize - 1] = 0;
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}
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/// Get SoundTouch library version Id
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SOUNDTOUCHDLL_API uint __cdecl soundtouch_getVersionId()
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{
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return SoundTouch::getVersionId();
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}
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/// Sets new rate control value. Normal rate = 1.0, smaller values
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/// represent slower rate, larger faster rates.
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SOUNDTOUCHDLL_API void __cdecl soundtouch_setRate(HANDLE h, float newRate)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->setRate(newRate);
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}
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/// Sets new tempo control value. Normal tempo = 1.0, smaller values
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/// represent slower tempo, larger faster tempo.
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SOUNDTOUCHDLL_API void __cdecl soundtouch_setTempo(HANDLE h, float newTempo)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->setTempo(newTempo);
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}
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/// Sets new rate control value as a difference in percents compared
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/// to the original rate (-50 .. +100 %)
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SOUNDTOUCHDLL_API void __cdecl soundtouch_setRateChange(HANDLE h, float newRate)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->setRateChange(newRate);
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}
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/// Sets new tempo control value as a difference in percents compared
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/// to the original tempo (-50 .. +100 %)
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SOUNDTOUCHDLL_API void __cdecl soundtouch_setTempoChange(HANDLE h, float newTempo)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->setTempoChange(newTempo);
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}
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/// Sets new pitch control value. Original pitch = 1.0, smaller values
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/// represent lower pitches, larger values higher pitch.
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SOUNDTOUCHDLL_API void __cdecl soundtouch_setPitch(HANDLE h, float newPitch)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->setPitch(newPitch);
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}
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/// Sets pitch change in octaves compared to the original pitch
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/// (-1.00 .. +1.00)
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SOUNDTOUCHDLL_API void __cdecl soundtouch_setPitchOctaves(HANDLE h, float newPitch)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->setPitchOctaves(newPitch);
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}
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/// Sets pitch change in semi-tones compared to the original pitch
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/// (-12 .. +12)
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SOUNDTOUCHDLL_API void __cdecl soundtouch_setPitchSemiTones(HANDLE h, float newPitch)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->setPitchSemiTones(newPitch);
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}
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/// Sets the number of channels, 1 = mono, 2 = stereo
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SOUNDTOUCHDLL_API int __cdecl soundtouch_setChannels(HANDLE h, uint numChannels)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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try
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{
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sth->pst->setChannels(numChannels);
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}
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catch (const std::exception&)
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{
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return 0;
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}
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return 1;
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}
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/// Sets sample rate.
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SOUNDTOUCHDLL_API int __cdecl soundtouch_setSampleRate(HANDLE h, uint srate)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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try
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{
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sth->pst->setSampleRate(srate);
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}
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catch (const std::exception&)
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{
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return 0;
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}
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return 1;
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}
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/// Flushes the last samples from the processing pipeline to the output.
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/// Clears also the internal processing buffers.
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//
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/// Note: This function is meant for extracting the last samples of a sound
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/// stream. This function may introduce additional blank samples in the end
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/// of the sound stream, and thus it's not recommended to call this function
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/// in the middle of a sound stream.
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SOUNDTOUCHDLL_API int __cdecl soundtouch_flush(HANDLE h)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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try
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{
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sth->pst->flush();
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}
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catch (const std::exception&)
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{
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return 0;
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}
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return 1;
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}
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/// Adds 'numSamples' pcs of samples from the 'samples' memory position into
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/// the input of the object. Notice that sample rate _has_to_ be set before
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/// calling this function, otherwise throws a runtime_error exception.
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SOUNDTOUCHDLL_API int __cdecl soundtouch_putSamples(HANDLE h,
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const SAMPLETYPE *samples, ///< Pointer to sample buffer.
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unsigned int numSamples ///< Number of samples in buffer. Notice
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///< that in case of stereo-sound a single sample
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///< contains data for both channels.
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)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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try
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{
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sth->pst->putSamples(samples, numSamples);
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}
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catch (const std::exception&)
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{
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return 0;
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}
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return 1;
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}
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/// int16 version of soundtouch_putSamples(): This accept int16 (short) sample data
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/// and internally converts it to float format before processing
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SOUNDTOUCHDLL_API void __cdecl soundtouch_putSamples_i16(HANDLE h,
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const short *samples, ///< Pointer to sample buffer.
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unsigned int numSamples ///< Number of sample frames in buffer. Notice
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///< that in case of multi-channel sound a single sample
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///< contains data for all channels.
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)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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uint numChannels = sth->pst->numChannels();
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// iterate until all samples converted & put to SoundTouch object
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while (numSamples > 0)
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{
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float convert[8192]; // allocate temporary conversion buffer from stack
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// how many multichannel samples fit into 'convert' buffer:
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uint convSamples = 8192 / numChannels;
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// convert max 'nround' values at a time to guarantee that these fit in the 'convert' buffer
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uint n = (numSamples > convSamples) ? convSamples : numSamples;
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for (uint i = 0; i < n * numChannels; i++)
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{
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convert[i] = samples[i];
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}
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// put the converted samples into SoundTouch
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sth->pst->putSamples(convert, n);
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numSamples -= n;
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samples += n * numChannels;
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}
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}
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/// Clears all the samples in the object's output and internal processing
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/// buffers.
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SOUNDTOUCHDLL_API void __cdecl soundtouch_clear(HANDLE h)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return;
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sth->pst->clear();
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}
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/// Changes a setting controlling the processing system behaviour. See the
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/// 'SETTING_...' defines for available setting ID's.
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///
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/// \return 'nonzero' if the setting was successfully changed
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SOUNDTOUCHDLL_API int __cdecl soundtouch_setSetting(HANDLE h,
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int settingId, ///< Setting ID number. see SETTING_... defines.
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int value ///< New setting value.
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)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return FALSE;
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return sth->pst->setSetting(settingId, value);
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}
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/// Reads a setting controlling the processing system behaviour. See the
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/// 'SETTING_...' defines for available setting ID's.
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///
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/// \return the setting value.
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SOUNDTOUCHDLL_API int __cdecl soundtouch_getSetting(HANDLE h,
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int settingId ///< Setting ID number, see SETTING_... defines.
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)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return -1;
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return sth->pst->getSetting(settingId);
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}
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/// Returns number of samples currently unprocessed.
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SOUNDTOUCHDLL_API uint __cdecl soundtouch_numUnprocessedSamples(HANDLE h)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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return sth->pst->numUnprocessedSamples();
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}
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/// Receive ready samples from the processing pipeline.
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///
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/// if called with outBuffer=nullptr, just reduces amount of ready samples within the pipeline.
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SOUNDTOUCHDLL_API uint __cdecl soundtouch_receiveSamples(HANDLE h,
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SAMPLETYPE *outBuffer, ///< Buffer where to copy output samples.
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unsigned int maxSamples ///< How many samples to receive at max.
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)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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if (outBuffer)
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{
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return sth->pst->receiveSamples(outBuffer, maxSamples);
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}
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else
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{
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return sth->pst->receiveSamples(maxSamples);
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}
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}
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/// int16 version of soundtouch_receiveSamples(): This converts internal float samples
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/// into int16 (short) return data type
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SOUNDTOUCHDLL_API uint __cdecl soundtouch_receiveSamples_i16(HANDLE h,
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short *outBuffer, ///< Buffer where to copy output samples.
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unsigned int maxSamples ///< How many samples to receive at max.
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)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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uint outTotal = 0;
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if (outBuffer == nullptr)
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{
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// only reduce sample count, not receive samples
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return sth->pst->receiveSamples(maxSamples);
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}
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uint numChannels = sth->pst->numChannels();
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// iterate until all samples converted & put to SoundTouch object
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while (maxSamples > 0)
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{
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float convert[8192]; // allocate temporary conversion buffer from stack
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// how many multichannel samples fit into 'convert' buffer:
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uint convSamples = 8192 / numChannels;
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// request max 'nround' values at a time to guarantee that these fit in the 'convert' buffer
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uint n = (maxSamples > convSamples) ? convSamples : maxSamples;
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uint out = sth->pst->receiveSamples(convert, n);
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// convert & saturate received samples to int16
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for (uint i = 0; i < out * numChannels; i++)
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{
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// first convert value to int32, then saturate to int16 min/max limits
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int value = (int)convert[i];
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value = (value < SHRT_MIN) ? SHRT_MIN : (value > SHRT_MAX) ? SHRT_MAX : value;
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outBuffer[i] = (short)value;
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}
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outTotal += out;
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if (out < n) break; // didn't get as many as asked => no more samples available => break here
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maxSamples -= n;
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outBuffer += out * numChannels;
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}
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// return number of processed samples
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return outTotal;
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}
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/// Returns number of samples currently available.
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SOUNDTOUCHDLL_API uint __cdecl soundtouch_numSamples(HANDLE h)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return 0;
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return sth->pst->numSamples();
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}
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/// Returns nonzero if there aren't any samples available for outputting.
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SOUNDTOUCHDLL_API int __cdecl soundtouch_isEmpty(HANDLE h)
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{
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STHANDLE *sth = (STHANDLE*)h;
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if (sth->dwMagic != STMAGIC) return -1;
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return sth->pst->isEmpty();
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}
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SOUNDTOUCHDLL_API HANDLE __cdecl bpm_createInstance(int numChannels, int sampleRate)
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{
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BPMHANDLE *tmp = new BPMHANDLE;
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if (tmp)
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{
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tmp->dwMagic = BPMMAGIC;
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try
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{
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tmp->pbpm = new BPMDetect(numChannels, sampleRate);
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}
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catch (const std::exception&)
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{
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tmp->pbpm = nullptr;
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}
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if (tmp->pbpm == nullptr)
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{
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delete tmp;
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tmp = nullptr;
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}
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}
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return (HANDLE)tmp;
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}
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SOUNDTOUCHDLL_API void __cdecl bpm_destroyInstance(HANDLE h)
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{
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BPMHANDLE *sth = (BPMHANDLE*)h;
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if (sth->dwMagic != BPMMAGIC) return;
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sth->dwMagic = 0;
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if (sth->pbpm) delete sth->pbpm;
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sth->pbpm = nullptr;
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delete sth;
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}
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/// Feed 'numSamples' sample frames from 'samples' into the BPM detection handler
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SOUNDTOUCHDLL_API void __cdecl bpm_putSamples(HANDLE h,
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const float *samples,
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unsigned int numSamples)
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{
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BPMHANDLE *bpmh = (BPMHANDLE*)h;
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if (bpmh->dwMagic != BPMMAGIC) return;
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bpmh->pbpm->inputSamples(samples, numSamples);
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}
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/// Feed 'numSamples' sample frames from 'samples' into the BPM detection handler.
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/// 16bit int sample format version.
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SOUNDTOUCHDLL_API void __cdecl bpm_putSamples_i16(HANDLE h,
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const short *samples,
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unsigned int numSamples)
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{
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BPMHANDLE *bpmh = (BPMHANDLE*)h;
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if (bpmh->dwMagic != BPMMAGIC) return;
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uint numChannels = bpmh->numChannels;
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// iterate until all samples converted & put to SoundTouch object
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while (numSamples > 0)
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{
|
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float convert[8192]; // allocate temporary conversion buffer from stack
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|
|
// how many multichannel samples fit into 'convert' buffer:
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uint convSamples = 8192 / numChannels;
|
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|
|
// convert max 'nround' values at a time to guarantee that these fit in the 'convert' buffer
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|
uint n = (numSamples > convSamples) ? convSamples : numSamples;
|
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for (uint i = 0; i < n * numChannels; i++)
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{
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convert[i] = samples[i];
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}
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|
// 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);
|
|
}
|