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372 lines
11 KiB
C++
372 lines
11 KiB
C++
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////////////////////////////////////////////////////////////////////////////////
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///
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/// Beats-per-minute (BPM) detection routine.
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///
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/// The beat detection algorithm works as follows:
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/// - Use function 'inputSamples' to input a chunks of samples to the class for
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/// analysis. It's a good idea to enter a large sound file or stream in smallish
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/// chunks of around few kilosamples in order not to extinguish too much RAM memory.
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/// - Inputted sound data is decimated to approx 500 Hz to reduce calculation burden,
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/// which is basically ok as low (bass) frequencies mostly determine the beat rate.
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/// Simple averaging is used for anti-alias filtering because the resulting signal
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/// quality isn't of that high importance.
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/// - Decimated sound data is enveloped, i.e. the amplitude shape is detected by
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/// taking absolute value that's smoothed by sliding average. Signal levels that
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/// are below a couple of times the general RMS amplitude level are cut away to
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/// leave only notable peaks there.
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/// - Repeating sound patterns (e.g. beats) are detected by calculating short-term
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/// autocorrelation function of the enveloped signal.
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/// - After whole sound data file has been analyzed as above, the bpm level is
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/// detected by function 'getBpm' that finds the highest peak of the autocorrelation
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/// function, calculates it's precise location and converts this reading to bpm's.
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///
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/// Author : Copyright (c) Olli Parviainen
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/// Author e-mail : oparviai 'at' iki.fi
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/// SoundTouch WWW: http://www.surina.net/soundtouch
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///
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////////////////////////////////////////////////////////////////////////////////
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//
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// Last changed : $Date: 2015-02-21 23:24:29 +0200 (Sat, 21 Feb 2015) $
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// File revision : $Revision: 4 $
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//
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// $Id: BPMDetect.cpp 202 2015-02-21 21:24:29Z oparviai $
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//
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////////////////////////////////////////////////////////////////////////////////
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//
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// License :
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//
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// SoundTouch audio processing library
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// Copyright (c) Olli Parviainen
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////
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#include <math.h>
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#include <assert.h>
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#include <string.h>
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#include <stdio.h>
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#include "FIFOSampleBuffer.h"
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#include "PeakFinder.h"
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#include "BPMDetect.h"
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using namespace soundtouch;
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#define INPUT_BLOCK_SAMPLES 2048
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#define DECIMATED_BLOCK_SAMPLES 256
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/// decay constant for calculating RMS volume sliding average approximation
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/// (time constant is about 10 sec)
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const float avgdecay = 0.99986f;
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/// Normalization coefficient for calculating RMS sliding average approximation.
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const float avgnorm = (1 - avgdecay);
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////////////////////////////////////////////////////////////////////////////////
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// Enable following define to create bpm analysis file:
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// #define _CREATE_BPM_DEBUG_FILE
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#ifdef _CREATE_BPM_DEBUG_FILE
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#define DEBUGFILE_NAME "c:\\temp\\soundtouch-bpm-debug.txt"
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static void _SaveDebugData(const float *data, int minpos, int maxpos, double coeff)
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{
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FILE *fptr = fopen(DEBUGFILE_NAME, "wt");
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int i;
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if (fptr)
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{
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printf("\n\nWriting BPM debug data into file " DEBUGFILE_NAME "\n\n");
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for (i = minpos; i < maxpos; i ++)
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{
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fprintf(fptr, "%d\t%.1lf\t%f\n", i, coeff / (double)i, data[i]);
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}
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fclose(fptr);
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}
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}
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#else
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#define _SaveDebugData(a,b,c,d)
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#endif
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////////////////////////////////////////////////////////////////////////////////
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BPMDetect::BPMDetect(int numChannels, int aSampleRate)
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{
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this->sampleRate = aSampleRate;
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this->channels = numChannels;
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decimateSum = 0;
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decimateCount = 0;
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envelopeAccu = 0;
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// Initialize RMS volume accumulator to RMS level of 1500 (out of 32768) that's
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// safe initial RMS signal level value for song data. This value is then adapted
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// to the actual level during processing.
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#ifdef SOUNDTOUCH_INTEGER_SAMPLES
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// integer samples
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RMSVolumeAccu = (1500 * 1500) / avgnorm;
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#else
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// float samples, scaled to range [-1..+1[
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RMSVolumeAccu = (0.045f * 0.045f) / avgnorm;
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#endif
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// choose decimation factor so that result is approx. 1000 Hz
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decimateBy = sampleRate / 1000;
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assert(decimateBy > 0);
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assert(INPUT_BLOCK_SAMPLES < decimateBy * DECIMATED_BLOCK_SAMPLES);
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// Calculate window length & starting item according to desired min & max bpms
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windowLen = (60 * sampleRate) / (decimateBy * MIN_BPM);
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windowStart = (60 * sampleRate) / (decimateBy * MAX_BPM);
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assert(windowLen > windowStart);
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// allocate new working objects
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xcorr = new float[windowLen];
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memset(xcorr, 0, windowLen * sizeof(float));
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// allocate processing buffer
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buffer = new FIFOSampleBuffer();
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// we do processing in mono mode
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buffer->setChannels(1);
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buffer->clear();
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}
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BPMDetect::~BPMDetect()
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{
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delete[] xcorr;
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delete buffer;
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}
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/// convert to mono, low-pass filter & decimate to about 500 Hz.
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/// return number of outputted samples.
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///
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/// Decimation is used to remove the unnecessary frequencies and thus to reduce
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/// the amount of data needed to be processed as calculating autocorrelation
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/// function is a very-very heavy operation.
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///
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/// Anti-alias filtering is done simply by averaging the samples. This is really a
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/// poor-man's anti-alias filtering, but it's not so critical in this kind of application
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/// (it'd also be difficult to design a high-quality filter with steep cut-off at very
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/// narrow band)
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int BPMDetect::decimate(SAMPLETYPE *dest, const SAMPLETYPE *src, int numsamples)
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{
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int count, outcount;
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LONG_SAMPLETYPE out;
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assert(channels > 0);
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assert(decimateBy > 0);
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outcount = 0;
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for (count = 0; count < numsamples; count ++)
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{
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int j;
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// convert to mono and accumulate
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for (j = 0; j < channels; j ++)
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{
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decimateSum += src[j];
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}
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src += j;
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decimateCount ++;
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if (decimateCount >= decimateBy)
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{
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// Store every Nth sample only
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out = (LONG_SAMPLETYPE)(decimateSum / (decimateBy * channels));
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decimateSum = 0;
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decimateCount = 0;
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#ifdef SOUNDTOUCH_INTEGER_SAMPLES
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// check ranges for sure (shouldn't actually be necessary)
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if (out > 32767)
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{
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out = 32767;
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}
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else if (out < -32768)
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{
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out = -32768;
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}
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#endif // SOUNDTOUCH_INTEGER_SAMPLES
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dest[outcount] = (SAMPLETYPE)out;
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outcount ++;
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}
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}
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return outcount;
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}
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// Calculates autocorrelation function of the sample history buffer
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void BPMDetect::updateXCorr(int process_samples)
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{
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int offs;
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SAMPLETYPE *pBuffer;
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assert(buffer->numSamples() >= (uint)(process_samples + windowLen));
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pBuffer = buffer->ptrBegin();
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#pragma omp parallel for
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for (offs = windowStart; offs < windowLen; offs ++)
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{
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LONG_SAMPLETYPE sum;
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int i;
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sum = 0;
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for (i = 0; i < process_samples; i ++)
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{
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sum += pBuffer[i] * pBuffer[i + offs]; // scaling the sub-result shouldn't be necessary
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}
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// xcorr[offs] *= xcorr_decay; // decay 'xcorr' here with suitable coefficients
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// if it's desired that the system adapts automatically to
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// various bpms, e.g. in processing continouos music stream.
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// The 'xcorr_decay' should be a value that's smaller than but
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// close to one, and should also depend on 'process_samples' value.
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xcorr[offs] += (float)sum;
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}
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}
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// Calculates envelope of the sample data
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void BPMDetect::calcEnvelope(SAMPLETYPE *samples, int numsamples)
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{
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const static double decay = 0.7f; // decay constant for smoothing the envelope
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const static double norm = (1 - decay);
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int i;
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LONG_SAMPLETYPE out;
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double val;
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for (i = 0; i < numsamples; i ++)
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{
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// calc average RMS volume
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RMSVolumeAccu *= avgdecay;
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val = (float)fabs((float)samples[i]);
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RMSVolumeAccu += val * val;
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// cut amplitudes that are below cutoff ~2 times RMS volume
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// (we're interested in peak values, not the silent moments)
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if (val < 0.5 * sqrt(RMSVolumeAccu * avgnorm))
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{
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val = 0;
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}
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// smooth amplitude envelope
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envelopeAccu *= decay;
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envelopeAccu += val;
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out = (LONG_SAMPLETYPE)(envelopeAccu * norm);
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#ifdef SOUNDTOUCH_INTEGER_SAMPLES
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// cut peaks (shouldn't be necessary though)
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if (out > 32767) out = 32767;
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#endif // SOUNDTOUCH_INTEGER_SAMPLES
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samples[i] = (SAMPLETYPE)out;
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}
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}
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void BPMDetect::inputSamples(const SAMPLETYPE *samples, int numSamples)
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{
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SAMPLETYPE decimated[DECIMATED_BLOCK_SAMPLES];
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// iterate so that max INPUT_BLOCK_SAMPLES processed per iteration
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while (numSamples > 0)
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{
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int block;
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int decSamples;
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block = (numSamples > INPUT_BLOCK_SAMPLES) ? INPUT_BLOCK_SAMPLES : numSamples;
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// decimate. note that converts to mono at the same time
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decSamples = decimate(decimated, samples, block);
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samples += block * channels;
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numSamples -= block;
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// envelope new samples and add them to buffer
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calcEnvelope(decimated, decSamples);
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buffer->putSamples(decimated, decSamples);
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}
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// when the buffer has enought samples for processing...
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if ((int)buffer->numSamples() > windowLen)
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{
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int processLength;
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// how many samples are processed
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processLength = (int)buffer->numSamples() - windowLen;
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// ... calculate autocorrelations for oldest samples...
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updateXCorr(processLength);
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// ... and remove them from the buffer
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buffer->receiveSamples(processLength);
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}
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}
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void BPMDetect::removeBias()
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{
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int i;
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float minval = 1e12f; // arbitrary large number
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for (i = windowStart; i < windowLen; i ++)
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{
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if (xcorr[i] < minval)
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{
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minval = xcorr[i];
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}
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}
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for (i = windowStart; i < windowLen; i ++)
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{
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xcorr[i] -= minval;
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}
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}
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float BPMDetect::getBpm()
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{
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double peakPos;
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double coeff;
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PeakFinder peakFinder;
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coeff = 60.0 * ((double)sampleRate / (double)decimateBy);
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// save bpm debug analysis data if debug data enabled
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_SaveDebugData(xcorr, windowStart, windowLen, coeff);
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// remove bias from xcorr data
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removeBias();
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// find peak position
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peakPos = peakFinder.detectPeak(xcorr, windowStart, windowLen);
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assert(decimateBy != 0);
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if (peakPos < 1e-9) return 0.0; // detection failed.
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// calculate BPM
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return (float) (coeff / peakPos);
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}
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