mirror of
https://github.com/cookiengineer/audacity
synced 2025-04-30 15:49:41 +02:00
443 lines
15 KiB
C++
443 lines
15 KiB
C++
/**********************************************************************
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Audacity: A Digital Audio Editor
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SoundTouchEffect.cpp
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Dominic Mazzoni, Vaughan Johnson
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This abstract class contains all of the common code for an
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effect that uses SoundTouch to do its processing (ChangeTempo
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and ChangePitch).
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**********************************************************************/
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#if USE_SOUNDTOUCH
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#include "SoundTouchEffect.h"
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#include <math.h>
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#include "../LabelTrack.h"
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#include "../WaveClip.h"
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#include "../WaveTrack.h"
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#include "../NoteTrack.h"
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#include "TimeWarper.h"
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// Soundtouch defines these as well, which are also in generated configmac.h
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// and configunix.h, so get rid of them before including,
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// to avoid compiler warnings, and be sure to do this
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// after all other #includes, to avoid any mischief that might result
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// from doing the un-definitions before seeing any wx headers.
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#undef PACKAGE_NAME
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#undef PACKAGE_STRING
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#undef PACKAGE_TARNAME
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#undef PACKAGE_VERSION
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#undef PACKAGE_BUGREPORT
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#undef PACKAGE
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#undef VERSION
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#include "SoundTouch.h"
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#ifdef USE_MIDI
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EffectSoundTouch::EffectSoundTouch()
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{
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mSemitones = 0;
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}
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#endif
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EffectSoundTouch::~EffectSoundTouch()
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{
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}
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bool EffectSoundTouch::ProcessLabelTrack(
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LabelTrack *lt, const TimeWarper &warper)
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{
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// SetTimeWarper(std::make_unique<RegionTimeWarper>(mCurT0, mCurT1,
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// std::make_unique<LinearTimeWarper>(mCurT0, mCurT0,
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// mCurT1, mCurT0 + (mCurT1-mCurT0)*mFactor)));
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lt->WarpLabels(warper);
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return true;
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}
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#ifdef USE_MIDI
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bool EffectSoundTouch::ProcessNoteTrack(NoteTrack *nt, const TimeWarper &warper)
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{
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nt->WarpAndTransposeNotes(mCurT0, mCurT1, warper, mSemitones);
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return true;
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}
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#endif
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bool EffectSoundTouch::ProcessWithTimeWarper(InitFunction initer,
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const TimeWarper &warper,
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bool preserveLength)
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{
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// Assumes that mSoundTouch has already been initialized
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// by the subclass for subclass-specific parameters. The
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// time warper should also be set.
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// Check if this effect will alter the selection length; if so, we need
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// to operate on sync-lock selected tracks.
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bool mustSync = true;
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if (mT1 == warper.Warp(mT1)) {
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mustSync = false;
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}
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//Iterate over each track
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// Needs all for sync-lock grouping.
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this->CopyInputTracks(true);
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bool bGoodResult = true;
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mPreserveLength = preserveLength;
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mCurTrackNum = 0;
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m_maxNewLength = 0.0;
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mOutputTracks->Leaders().VisitWhile( bGoodResult,
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[&]( LabelTrack *lt, const Track::Fallthrough &fallthrough ) {
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if ( !(lt->GetSelected() || (mustSync && lt->IsSyncLockSelected())) )
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return fallthrough();
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if (!ProcessLabelTrack(lt, warper))
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bGoodResult = false;
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},
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#ifdef USE_MIDI
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[&]( NoteTrack *nt, const Track::Fallthrough &fallthrough ) {
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if ( !(nt->GetSelected() || (mustSync && nt->IsSyncLockSelected())) )
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return fallthrough();
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if (!ProcessNoteTrack(nt, warper))
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bGoodResult = false;
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},
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#endif
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[&]( WaveTrack *leftTrack, const Track::Fallthrough &fallthrough ) {
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if (!leftTrack->GetSelected())
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return fallthrough();
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//Get start and end times from selection
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mCurT0 = mT0;
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mCurT1 = mT1;
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//Set the current bounds to whichever left marker is
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//greater and whichever right marker is less
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mCurT0 = wxMax(mT0, mCurT0);
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mCurT1 = wxMin(mT1, mCurT1);
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// Process only if the right marker is to the right of the left marker
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if (mCurT1 > mCurT0) {
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mSoundTouch = std::make_unique<soundtouch::SoundTouch>();
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initer(mSoundTouch.get());
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// TODO: more-than-two-channels
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auto channels = TrackList::Channels(leftTrack);
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auto rightTrack = (channels.size() > 1)
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? * ++ channels.first
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: nullptr;
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if ( rightTrack ) {
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double t;
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//Adjust bounds by the right tracks markers
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t = rightTrack->GetStartTime();
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t = wxMax(mT0, t);
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mCurT0 = wxMin(mCurT0, t);
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t = rightTrack->GetEndTime();
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t = wxMin(mT1, t);
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mCurT1 = wxMax(mCurT1, t);
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//Transform the marker timepoints to samples
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auto start = leftTrack->TimeToLongSamples(mCurT0);
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auto end = leftTrack->TimeToLongSamples(mCurT1);
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//Inform soundtouch there's 2 channels
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mSoundTouch->setChannels(2);
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//ProcessStereo() (implemented below) processes a stereo track
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if (!ProcessStereo(leftTrack, rightTrack, start, end, warper))
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bGoodResult = false;
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mCurTrackNum++; // Increment for rightTrack, too.
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} else {
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//Transform the marker timepoints to samples
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auto start = leftTrack->TimeToLongSamples(mCurT0);
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auto end = leftTrack->TimeToLongSamples(mCurT1);
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//Inform soundtouch there's a single channel
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mSoundTouch->setChannels(1);
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//ProcessOne() (implemented below) processes a single track
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if (!ProcessOne(leftTrack, start, end, warper))
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bGoodResult = false;
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}
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mSoundTouch.reset();
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}
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mCurTrackNum++;
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},
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[&]( Track *t ) {
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if (mustSync && t->IsSyncLockSelected()) {
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t->SyncLockAdjust(mT1, warper.Warp(mT1));
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}
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}
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);
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if (bGoodResult) {
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ReplaceProcessedTracks(bGoodResult);
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}
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return bGoodResult;
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}
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void EffectSoundTouch::End()
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{
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mSoundTouch.reset();
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}
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//ProcessOne() takes a track, transforms it to bunch of buffer-blocks,
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//and executes ProcessSoundTouch on these blocks
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bool EffectSoundTouch::ProcessOne(WaveTrack *track,
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sampleCount start, sampleCount end,
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const TimeWarper &warper)
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{
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mSoundTouch->setSampleRate((unsigned int)(track->GetRate()+0.5));
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auto outputTrack = track->EmptyCopy();
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//Get the length of the buffer (as double). len is
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//used simple to calculate a progress meter, so it is easier
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//to make it a double now than it is to do it later
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auto len = (end - start).as_double();
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{
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//Initiate a processing buffer. This buffer will (most likely)
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//be shorter than the length of the track being processed.
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Floats buffer{ track->GetMaxBlockSize() };
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//Go through the track one buffer at a time. s counts which
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//sample the current buffer starts at.
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auto s = start;
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while (s < end) {
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//Get a block of samples (smaller than the size of the buffer)
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const auto block = wxMin(8192,
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limitSampleBufferSize( track->GetBestBlockSize(s), end - s ));
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//Get the samples from the track and put them in the buffer
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track->Get((samplePtr)buffer.get(), floatSample, s, block);
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//Add samples to SoundTouch
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mSoundTouch->putSamples(buffer.get(), block);
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//Get back samples from SoundTouch
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unsigned int outputCount = mSoundTouch->numSamples();
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if (outputCount > 0) {
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Floats buffer2{ outputCount };
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mSoundTouch->receiveSamples(buffer2.get(), outputCount);
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outputTrack->Append((samplePtr)buffer2.get(), floatSample, outputCount);
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}
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//Increment s one blockfull of samples
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s += block;
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//Update the Progress meter
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if (TrackProgress(mCurTrackNum, (s - start).as_double() / len))
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return false;
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}
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// Tell SoundTouch to finish processing any remaining samples
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mSoundTouch->flush(); // this should only be used for changeTempo - it dumps data otherwise with pRateTransposer->clear();
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unsigned int outputCount = mSoundTouch->numSamples();
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if (outputCount > 0) {
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Floats buffer2{ outputCount };
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mSoundTouch->receiveSamples(buffer2.get(), outputCount);
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outputTrack->Append((samplePtr)buffer2.get(), floatSample, outputCount);
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}
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// Flush the output WaveTrack (since it's buffered, too)
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outputTrack->Flush();
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}
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// Transfer output samples to the original
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Finalize(track, outputTrack.get(), warper);
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double newLength = outputTrack->GetEndTime();
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m_maxNewLength = wxMax(m_maxNewLength, newLength);
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//Return true because the effect processing succeeded.
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return true;
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}
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bool EffectSoundTouch::ProcessStereo(
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WaveTrack* leftTrack, WaveTrack* rightTrack,
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sampleCount start, sampleCount end, const TimeWarper &warper)
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{
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mSoundTouch->setSampleRate((unsigned int)(leftTrack->GetRate() + 0.5));
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auto outputLeftTrack = leftTrack->EmptyCopy();
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auto outputRightTrack = rightTrack->EmptyCopy();
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//Get the length of the buffer (as double). len is
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//used simple to calculate a progress meter, so it is easier
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//to make it a double now than it is to do it later
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double len = (end - start).as_double();
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//Initiate a processing buffer. This buffer will (most likely)
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//be shorter than the length of the track being processed.
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// Make soundTouchBuffer twice as big as MaxBlockSize for each channel,
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// because Soundtouch wants them interleaved, i.e., each
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// Soundtouch sample is left-right pair.
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auto maxBlockSize = leftTrack->GetMaxBlockSize();
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{
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Floats leftBuffer{ maxBlockSize };
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Floats rightBuffer{ maxBlockSize };
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Floats soundTouchBuffer{ maxBlockSize * 2 };
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// Go through the track one stereo buffer at a time.
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// sourceSampleCount counts the sample at which the current buffer starts,
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// per channel.
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auto sourceSampleCount = start;
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while (sourceSampleCount < end) {
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auto blockSize = limitSampleBufferSize(
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leftTrack->GetBestBlockSize(sourceSampleCount),
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end - sourceSampleCount
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);
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// Get the samples from the tracks and put them in the buffers.
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leftTrack->Get((samplePtr)(leftBuffer.get()), floatSample, sourceSampleCount, blockSize);
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rightTrack->Get((samplePtr)(rightBuffer.get()), floatSample, sourceSampleCount, blockSize);
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// Interleave into soundTouchBuffer.
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for (decltype(blockSize) index = 0; index < blockSize; index++) {
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soundTouchBuffer[index * 2] = leftBuffer[index];
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soundTouchBuffer[(index * 2) + 1] = rightBuffer[index];
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}
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//Add samples to SoundTouch
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mSoundTouch->putSamples(soundTouchBuffer.get(), blockSize);
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//Get back samples from SoundTouch
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unsigned int outputCount = mSoundTouch->numSamples();
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if (outputCount > 0)
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this->ProcessStereoResults(outputCount, outputLeftTrack.get(), outputRightTrack.get());
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//Increment sourceSampleCount one blockfull of samples
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sourceSampleCount += blockSize;
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//Update the Progress meter
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// mCurTrackNum is left track. Include right track.
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int nWhichTrack = mCurTrackNum;
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double frac = (sourceSampleCount - start).as_double() / len;
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if (frac < 0.5)
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frac *= 2.0; // Show twice as far for each track, because we're doing 2 at once.
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else
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{
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nWhichTrack++;
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frac -= 0.5;
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frac *= 2.0; // Show twice as far for each track, because we're doing 2 at once.
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}
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if (TrackProgress(nWhichTrack, frac))
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return false;
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}
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// Tell SoundTouch to finish processing any remaining samples
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mSoundTouch->flush();
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unsigned int outputCount = mSoundTouch->numSamples();
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if (outputCount > 0)
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this->ProcessStereoResults(outputCount, outputLeftTrack.get(), outputRightTrack.get());
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// Flush the output WaveTracks (since they're buffered, too)
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outputLeftTrack->Flush();
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outputRightTrack->Flush();
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}
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// Transfer output samples to the original
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Finalize(leftTrack, outputLeftTrack.get(), warper);
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Finalize(rightTrack, outputRightTrack.get(), warper);
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// Track the longest result length
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double newLength = outputLeftTrack->GetEndTime();
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m_maxNewLength = wxMax(m_maxNewLength, newLength);
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newLength = outputRightTrack->GetEndTime();
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m_maxNewLength = wxMax(m_maxNewLength, newLength);
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//Return true because the effect processing succeeded.
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return true;
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}
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bool EffectSoundTouch::ProcessStereoResults(const size_t outputCount,
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WaveTrack* outputLeftTrack,
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WaveTrack* outputRightTrack)
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{
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Floats outputSoundTouchBuffer{ outputCount * 2 };
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mSoundTouch->receiveSamples(outputSoundTouchBuffer.get(), outputCount);
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// Dis-interleave outputSoundTouchBuffer into separate track buffers.
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Floats outputLeftBuffer{ outputCount };
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Floats outputRightBuffer{ outputCount };
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for (unsigned int index = 0; index < outputCount; index++)
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{
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outputLeftBuffer[index] = outputSoundTouchBuffer[index*2];
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outputRightBuffer[index] = outputSoundTouchBuffer[(index*2)+1];
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}
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outputLeftTrack->Append((samplePtr)outputLeftBuffer.get(), floatSample, outputCount);
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outputRightTrack->Append((samplePtr)outputRightBuffer.get(), floatSample, outputCount);
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return true;
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}
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void EffectSoundTouch::Finalize(WaveTrack* orig, WaveTrack* out, const TimeWarper &warper)
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{
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if (mPreserveLength) {
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auto newLen = out->GetNumSamples();
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auto oldLen = out->TimeToLongSamples(mCurT1) - out->TimeToLongSamples(mCurT0);
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// Pad output track to original length since SoundTouch may remove samples
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if (newLen < oldLen) {
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out->InsertSilence(out->LongSamplesToTime(newLen - 1),
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out->LongSamplesToTime(oldLen - newLen));
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}
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// Trim output track to original length since SoundTouch may add extra samples
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else if (newLen > oldLen) {
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out->Trim(0, out->LongSamplesToTime(oldLen));
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}
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}
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// Silenced samples will be inserted in gaps between clips, so capture where these
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// gaps are for later deletion
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std::vector<std::pair<double, double>> gaps;
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double last = 0.0;
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auto clips = orig->SortedClipArray();
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auto front = clips.front();
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auto back = clips.back();
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for (auto &clip : clips) {
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auto st = clip->GetStartTime();
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auto et = clip->GetEndTime();
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if (st >= mCurT0 || et < mCurT1) {
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if (mCurT0 < st && clip == front) {
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gaps.push_back(std::make_pair(mCurT0, st));
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}
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if (mCurT1 > et && clip == back) {
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gaps.push_back(std::make_pair(et, mCurT1));
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}
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if (last >= mCurT0) {
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gaps.push_back(std::make_pair(last, st));
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}
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}
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last = et;
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}
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// Take the output track and insert it in place of the original sample data
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orig->ClearAndPaste(mCurT0, mCurT1, out, true, true, &warper);
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// Finally, recreate the gaps
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for (auto gap : gaps) {
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auto st = orig->LongSamplesToTime(orig->TimeToLongSamples(gap.first));
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auto et = orig->LongSamplesToTime(orig->TimeToLongSamples(gap.second));
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if (st >= mCurT0 && et <= mCurT1 && st != et)
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{
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orig->SplitDelete(warper.Warp(st), warper.Warp(et));
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}
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}
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}
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#endif // USE_SOUNDTOUCH
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