351 lines
11 KiB
C++
351 lines
11 KiB
C++
#include "global.h"
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#include "RageSoundReader_SpeedChange.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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static const int WINDOW_SIZE_MS = 30;
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RageSoundReader_SpeedChange::RageSoundReader_SpeedChange( RageSoundReader *pSource ):
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RageSoundReader_Filter( pSource )
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{
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m_Channels.resize( pSource->GetNumChannels() );
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m_fSpeedRatio = m_fTrailingSpeedRatio = 1.0f;
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m_iDataBufferAvailFrames = 0;
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SetSpeedRatio( 1.0f );
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Reset();
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}
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void RageSoundReader_SpeedChange::SetSpeedRatio( float fRatio )
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{
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m_fSpeedRatio = fRatio;
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/* If we haven't read any data yet, put the new delta into effect immediately. */
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if( m_iDataBufferAvailFrames == 0 )
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m_fTrailingSpeedRatio = m_fSpeedRatio;
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}
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int RageSoundReader_SpeedChange::GetWindowSizeFrames() const
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{
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return (WINDOW_SIZE_MS * GetSampleRate()) / 1000;
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}
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void RageSoundReader_SpeedChange::Reset()
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{
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m_fTrailingSpeedRatio = m_fSpeedRatio;
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m_iDataBufferAvailFrames = 0;
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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ChannelInfo &c = m_Channels[i];
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c.m_iCorrelatedPos = 0;
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c.m_iLastCorrelatedPos = 0;
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}
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m_iUncorrelatedPos = 0;
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m_iPos = 0;
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m_fErrorFrames = 0;
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}
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static int FindClosestMatch( const float *pBuffer, int iBufferSize, const float *pCorrelateBuffer, int iCorrelateBufferSize, int iStride )
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{
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if( iBufferSize <= iCorrelateBufferSize )
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return 0;
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/* Optimization: if the buffers are the same, they always corellate at 0. */
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if( pBuffer == pCorrelateBuffer )
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return 0;
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int iBufferDistanceToSearch = iBufferSize - iCorrelateBufferSize;
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int iBestOffset = 0;
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float fBestScore = 0;
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for( int i = 0; i < iBufferDistanceToSearch; i += iStride )
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{
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float fScore = 0;
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const float *pFrames = pBuffer + i;
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for( int j = 0; j < iCorrelateBufferSize; j += iStride )
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{
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float fDiff = pFrames[j] - pCorrelateBuffer[j];
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fScore += fabsf(fDiff);
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}
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if( i == 0 || fScore < fBestScore )
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{
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fBestScore = fScore;
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iBestOffset = i;
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}
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}
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return iBestOffset;
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}
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int RageSoundReader_SpeedChange::FillData( int iMaxFrames )
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{
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/* XXX: If the rate or source frame offset changes in the source, we should stop
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* at that point, so the changes propagate upward. That's tricky, since we want
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* to process a block at a time. We could just flush what we have, and maybe
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* tweak m_iDeltaFrames for the next block based on how much we processed, so
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* we average out the short block. */
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while( iMaxFrames > 0 )
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{
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int iFramesToRead = iMaxFrames - m_iDataBufferAvailFrames;
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int iBytesToRead = iFramesToRead * m_Channels.size() * sizeof(float);
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if( iBytesToRead <= 0 )
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return m_iDataBufferAvailFrames;
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float *pTempBuffer = (float *) alloca( iBytesToRead );
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int iGotFrames = m_pSource->Read( pTempBuffer, iFramesToRead );
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if( iGotFrames < 0 )
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{
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if( iGotFrames == END_OF_FILE && m_iDataBufferAvailFrames )
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return m_iDataBufferAvailFrames;
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return iGotFrames;
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}
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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ChannelInfo &c = m_Channels[i];
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if( (int) c.m_DataBuffer.size() < iMaxFrames )
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c.m_DataBuffer.resize( iMaxFrames );
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const float *pIn = pTempBuffer + i;
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float *pOut = &c.m_DataBuffer[m_iDataBufferAvailFrames];
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for( int j = 0; j < iGotFrames; ++j )
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{
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*pOut = *pIn;
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pIn += m_Channels.size();
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++pOut;
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}
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}
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m_iDataBufferAvailFrames += iGotFrames;
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}
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return m_iDataBufferAvailFrames;
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}
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void RageSoundReader_SpeedChange::EraseData( int iFramesToDelete )
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{
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ASSERT( iFramesToDelete <= m_iDataBufferAvailFrames );
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ASSERT( m_iDataBufferAvailFrames >= iFramesToDelete );
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ASSERT( m_iUncorrelatedPos >= iFramesToDelete );
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int iFramesToMove = m_iDataBufferAvailFrames - iFramesToDelete;
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m_iDataBufferAvailFrames -= iFramesToDelete;
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m_iUncorrelatedPos -= iFramesToDelete;
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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ChannelInfo &c = m_Channels[i];
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if( iFramesToMove )
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memmove( &c.m_DataBuffer[0], &c.m_DataBuffer[iFramesToDelete], iFramesToMove * sizeof(float) );
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ASSERT( c.m_iCorrelatedPos >= iFramesToDelete );
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c.m_iCorrelatedPos -= iFramesToDelete;
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}
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}
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int RageSoundReader_SpeedChange::Step()
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{
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if( m_iDataBufferAvailFrames == 0 )
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return FillData( GetWindowSizeFrames() );
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/* If m_iPos is non-zero, we just finished playing a previous block, so advance forward. */
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if( m_iPos )
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{
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/* Advance m_iCorrelatedPos past the data that was just copied, to point to the
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* sound that we would have played if we had continued copying at that point. */
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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ASSERT( m_Channels[i].m_iCorrelatedPos + m_iPos <= m_iDataBufferAvailFrames );
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m_Channels[i].m_iCorrelatedPos += m_iPos;
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}
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/* Advance m_iUncorrelatedPos to the position we'd prefer to continue playing from.
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* This rounds the position, making the ratio imprecise. Record the amount of
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* error introduced here. If we want to advance by 2.3 frames, we'll advance
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* by 2.0 frames, and advance by 0.3 more the next time around. */
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float fAdvanceFrames = GetWindowSizeFrames() * m_fTrailingSpeedRatio;
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fAdvanceFrames += m_fErrorFrames;
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int iTrailingDeltaFrames = lrintf( fAdvanceFrames );
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m_fErrorFrames = fAdvanceFrames - iTrailingDeltaFrames;
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m_iUncorrelatedPos += iTrailingDeltaFrames;
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m_iPos = 0;
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}
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/* Update m_fTrailingSpeedRatio. Do this after advancing m_iUncorrelatedPos,
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* so changes to m_iUncorrelatedPos line up with GetNextSourceFrame. */
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m_fTrailingSpeedRatio = m_fSpeedRatio;
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/* We don't need any data before the earlier of m_iUncorrelatedPos or m_iCorrelatedPos. */
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int iToDelete = m_iUncorrelatedPos;
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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ChannelInfo &c = m_Channels[i];
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ASSERT( c.m_iCorrelatedPos <= m_iDataBufferAvailFrames );
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iToDelete = min( iToDelete, c.m_iCorrelatedPos );
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//iToDelete = min( iToDelete, m_iDataBufferAvailFrames );
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}
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EraseData( iToDelete );
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/* Fill as much data as we might need to do the search and use the result. */
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{
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int iMaxPositionNeeded = m_iUncorrelatedPos + GetToleranceFrames() + GetWindowSizeFrames();
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for( size_t i = 0; i < m_Channels.size(); ++i )
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iMaxPositionNeeded = max( iMaxPositionNeeded, m_Channels[i].m_iCorrelatedPos + GetWindowSizeFrames() );
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int iGot = FillData( iMaxPositionNeeded );
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if( iGot < 0 )
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return iGot;
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if( iMaxPositionNeeded > m_iDataBufferAvailFrames )
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{
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/* We're at EOF. Flush the remaining data, if any. */
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m_iUncorrelatedPos = m_Channels[0].m_iCorrelatedPos;
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return m_iDataBufferAvailFrames;
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}
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}
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/* Starting at our preferred position (m_iUncorrelatedPos), within GetToleranceFrames(),
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* search for data that looks like the sound we would have continued playing if we
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* kept going from the old position (m_iCorrelatedPos). */
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int iCorrelatedToMatch = GetWindowSizeFrames()/4;
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int iUncorrelatedToMatch = GetToleranceFrames() + iCorrelatedToMatch; // maximum distance to search
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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ChannelInfo &c = m_Channels[i];
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ASSERT( c.m_iCorrelatedPos >= 0 );
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ASSERT( c.m_iCorrelatedPos < m_iDataBufferAvailFrames );
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int iBest = FindClosestMatch( &c.m_DataBuffer[m_iUncorrelatedPos], iUncorrelatedToMatch, &c.m_DataBuffer[c.m_iCorrelatedPos], iCorrelatedToMatch, m_Channels.size() );
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c.m_iLastCorrelatedPos = c.m_iCorrelatedPos;
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c.m_iCorrelatedPos = iBest + m_iUncorrelatedPos;
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ASSERT( m_Channels[i].m_iCorrelatedPos + GetWindowSizeFrames() <= m_iDataBufferAvailFrames );
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}
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return m_iDataBufferAvailFrames;
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}
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int RageSoundReader_SpeedChange::GetCursorAvail() const
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{
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int iCursorAvail = GetWindowSizeFrames() - m_iPos;
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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int iCursorAvailForChannel = (m_iDataBufferAvailFrames-m_Channels[i].m_iCorrelatedPos) - m_iPos;
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iCursorAvail = min( iCursorAvail, iCursorAvailForChannel );
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}
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return iCursorAvail;
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}
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int RageSoundReader_SpeedChange::Read( float *pBuf, int iFrames )
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{
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while( 1 )
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{
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if( m_iDataBufferAvailFrames == 0 && m_fTrailingSpeedRatio == m_fSpeedRatio && m_fSpeedRatio == 1.0f )
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{
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/* Fast path: the buffer is empty, and we're not scaling the audio. Read directly
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* into the output buffer, to eliminate memory and copying overhead. */
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return m_pSource->Read( pBuf, iFrames );
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}
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int iCursorAvail = GetCursorAvail();
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if( iCursorAvail == 0 )
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{
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int iRet = Step();
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if( iRet < 0 )
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return iRet;
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if( !GetCursorAvail() )
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return END_OF_FILE;
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continue;
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}
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/* copy GetWindowSizeFrames() from iCorrelatedPos */
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int iFramesLen = iFrames;
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int iFramesAvail = min( iCursorAvail, iFramesLen );
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iFrames -= iFramesAvail;
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int iFramesRead = iFramesAvail;
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int iWindowSizeFrames = GetWindowSizeFrames();
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while( iFramesAvail-- )
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{
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for( size_t i = 0; i < m_Channels.size(); ++i )
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{
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ChannelInfo &c = m_Channels[i];
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float i1 = c.m_DataBuffer[c.m_iCorrelatedPos+m_iPos];
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float i2 = c.m_DataBuffer[c.m_iLastCorrelatedPos+m_iPos];
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*pBuf++ = SCALE( m_iPos, 0, iWindowSizeFrames, i2, i1 );
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}
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++m_iPos;
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}
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return iFramesRead;
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}
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}
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/* We prefer to be able to seek precisely, so seeking to a position produces data
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* equal to what you'd get if you read data up to that point. This filter can't do
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* that, because the exact selection of slices is dependent on the previous selection. */
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int RageSoundReader_SpeedChange::SetPosition( int iFrame )
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{
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Reset();
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return RageSoundReader_Filter::SetPosition( iFrame );
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}
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bool RageSoundReader_SpeedChange::SetProperty( const RString &sProperty, float fValue )
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{
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if( sProperty == "Speed" )
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{
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SetSpeedRatio( fValue );
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return true;
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}
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return RageSoundReader_Filter::SetProperty( sProperty, fValue );
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}
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int RageSoundReader_SpeedChange::GetNextSourceFrame() const
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{
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float fRatio = m_fTrailingSpeedRatio;
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int iSourceFrame = RageSoundReader_Filter::GetNextSourceFrame();
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int iPos = lrintf(m_iPos * fRatio);
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iSourceFrame -= m_iDataBufferAvailFrames;
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iSourceFrame += m_iUncorrelatedPos + iPos;
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return iSourceFrame;
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}
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float RageSoundReader_SpeedChange::GetStreamToSourceRatio() const
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{
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/* If the ratio has changed and GetCursorAvail() is 0, the new ratio will
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* become the real ratio on the next read. Otherwise, we'll continue using
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* our old ratio for a bit longer. */
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if( GetCursorAvail() == 0 )
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return m_fSpeedRatio * RageSoundReader_Filter::GetStreamToSourceRatio();
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else
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return m_fTrailingSpeedRatio * RageSoundReader_Filter::GetStreamToSourceRatio();
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}
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/*
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* Copyright (c) 2006 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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