📄 compressor.cpp
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/********************************************************************** Audacity: A Digital Audio Editor Compressor.cpp Dominic Mazzoni Martyn Shaw made it inherit from EffectTwoPassSimpleMono 10/2005. Steve Jolly made it inherit from EffectSimpleMono. GUI added and implementation improved by Dominic Mazzoni, 5/11/2003.**********************************************************************/#include <math.h>#include <wx/msgdlg.h>#include <wx/textdlg.h>#include <wx/brush.h>#include <wx/image.h>#include <wx/dcmemory.h>#include "Compressor.h"#include "../Audacity.h" // for rint from configwin.h#include "../WaveTrack.h"#include "../widgets/Ruler.h"#include "../AColor.h"EffectCompressor::EffectCompressor(){ mNormalize = true; mFloor = 0.001; mAttackTime = 0.2; // seconds mDecayTime = 1.0; // seconds mRatio = 2.0; // positive number > 1.0 mThresholdDB = -12.0; mCircle = NULL; mLevelCircle = NULL;}bool EffectCompressor::PromptUser(){ CompressorDialog dlog(this, mParent, -1, _("Dynamic Range Compressor")); dlog.threshold = mThresholdDB; dlog.ratio = mRatio; dlog.attack = mAttackTime; dlog.useGain = mNormalize; dlog.TransferDataToWindow(); dlog.CentreOnParent(); dlog.ShowModal(); if (!dlog.GetReturnCode()) return false; mThresholdDB = dlog.threshold; mRatio = dlog.ratio; mAttackTime = dlog.attack; mNormalize = dlog.useGain; return true;}bool EffectCompressor::NewTrackPass1(){ if (mCircle) delete[] mCircle; if (mLevelCircle) delete[] mLevelCircle; mCircleSize = 100; mCircle = new double[mCircleSize]; mLevelCircle = new double[mCircleSize]; for(int j=0; j<mCircleSize; j++) { mCircle[j] = 0.0; mLevelCircle[j] = mFloor; } mCirclePos = 0; mRMSSum = 0.0; mThreshold = pow(10.0, mThresholdDB/20); // factor of 20 because it's power mAttackFactor = exp(-log(mFloor) / (mCurRate * mAttackTime + 0.5)); mDecayFactor = exp(log(mFloor) / (mCurRate * mDecayTime + 0.5)); mLastLevel = 0.0; return true;}bool EffectCompressor::InitPass1(){ mMax=0.0; if (!mNormalize) DisableSecondPass(); return true;}bool EffectCompressor::InitPass2(){ // Actually, this should not even be called, because we call // DisableSecondPass() before, if mNormalize is false. return mNormalize;}bool EffectCompressor::ProcessPass1(float *buffer, sampleCount len){ double *follow = new double[len]; int i; // This makes sure that the initial value is well-chosen if (mLastLevel == 0.0) { int preSeed = mCircleSize; if (preSeed > len) preSeed = len; for(i=0; i<preSeed; i++) AvgCircle(buffer[i]); } for (i = 0; i < len; i++) { Follow(buffer[i], &follow[i], i); } for (i = 0; i < len; i++) { buffer[i] = DoCompression(buffer[i], follow[i]); } delete[] follow; return true;}bool EffectCompressor::ProcessPass2(float *buffer, sampleCount len){ if (mMax != 0) { for (int i = 0; i < len; i++) buffer[i] /= mMax; } return true;}float EffectCompressor::AvgCircle(float value){ float level; // Calculate current level from root-mean-squared of // circular buffer ("RMS") mRMSSum -= mCircle[mCirclePos]; mCircle[mCirclePos] = value*value; mRMSSum += mCircle[mCirclePos]; level = sqrt(mRMSSum/mCircleSize); mLevelCircle[mCirclePos] = level; mCirclePos = (mCirclePos+1)%mCircleSize;#if 0 // Peak instead of RMS int j; level = 0.0; for(j=0; j<mCircleSize; j++) if (mCircle[j] > level) level = mCircle[j];#endif return level;}void EffectCompressor::Follow(float x, double *outEnv, int maxBack){ /* "Follow"ing algorithm by Roger B. Dannenberg, taken from Nyquist. His description follows. -DMM Description: this is a sophisticated envelope follower. The input is an envelope, e.g. something produced with the AVG function. The purpose of this function is to generate a smooth envelope that is generally not less than the input signal. In other words, we want to "ride" the peaks of the signal with a smooth function. The algorithm is as follows: keep a current output value (called the "value"). The value is allowed to increase by at most rise_factor and decrease by at most fall_factor. Therefore, the next value should be between value * rise_factor and value * fall_factor. If the input is in this range, then the next value is simply the input. If the input is less than value * fall_factor, then the next value is just value * fall_factor, which will be greater than the input signal. If the input is greater than value * rise_factor, then we compute a rising envelope that meets the input value by working bacwards in time, changing the previous values to input / rise_factor, input / rise_factor^2, input / rise_factor^3, etc. until this new envelope intersects the previously computed values. There is only a limited buffer in which we can work backwards, so if the new envelope does not intersect the old one, then make yet another pass, this time from the oldest buffered value forward, increasing on each sample by rise_factor to produce a maximal envelope. This will still be less than the input. The value has a lower limit of floor to make sure value has a reasonable positive value from which to begin an attack. */ float level = AvgCircle(x); float high = mLastLevel * mAttackFactor; float low = mLastLevel * mDecayFactor; if (low < mFloor) low = mFloor; if (level < low) *outEnv = low; else if (level < high) *outEnv = level; else { // Backtrack double attackInverse = 1.0 / mAttackFactor; double temp = level * attackInverse; int backtrack = 50; if (backtrack > maxBack) backtrack = maxBack; double *ptr = &outEnv[-1]; int i; bool ok = false; for(i=0; i<backtrack-2; i++) { if (*ptr < temp) { *ptr-- = temp; temp *= attackInverse; } else { ok = true; break; } } if (!ok && backtrack>1 && (*ptr < temp)) { temp = *ptr; for (i = 0; i < backtrack-1; i++) { ptr++; temp *= mAttackFactor; *ptr = temp; } } else *outEnv = level; } mLastLevel = *outEnv;}float EffectCompressor::DoCompression(float value, double env){ float mult; float out; if (env > mThreshold) mult = pow(mThreshold/env, 1.0-1.0/mRatio); else mult = 1.0; out = value * mult; if (out > 1.0) out = 1.0; if (out < -1.0) out = -1.0; mMax=mMax<fabs(out)?fabs(out):mMax; return out;}//----------------------------------------------------------------------------// CompressorPanel//----------------------------------------------------------------------------BEGIN_EVENT_TABLE(CompressorPanel, wxPanel) EVT_PAINT(CompressorPanel::OnPaint)END_EVENT_TABLE()CompressorPanel::CompressorPanel( wxWindow *parent, wxWindowID id, const wxPoint& pos, const wxSize& size): wxPanel(parent, id, pos, size){ mBitmap = NULL; mWidth = 0; mHeight = 0;}void CompressorPanel::OnPaint(wxPaintEvent & evt)
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