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📄 compressor.cpp

📁 Audacity是一款用於錄音和編輯聲音的、免費的開放源碼軟體。它可以執行於Mac OS X、Microsoft Windows、GNU/Linux和其它作業系統
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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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