1
0
mirror of https://github.com/RPCS3/soundtouch.git synced 2024-11-08 20:12:27 +01:00
soundtouch/source/SoundTouchDLL/SoundTouchDLL.cpp

583 lines
17 KiB
C++

//////////////////////////////////////////////////////////////////////////////
///
/// 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 <windows.h>
// 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 <limits.h>
#include <string.h>
#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);
}