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dep: Add soundtouch
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dep/soundtouch/source/SoundTouch/InterpolateCubic.cpp
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196
dep/soundtouch/source/SoundTouch/InterpolateCubic.cpp
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////////////////////////////////////////////////////////////////////////////////
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///
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/// Cubic interpolation routine.
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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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// 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 <stddef.h>
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#include <math.h>
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#include "InterpolateCubic.h"
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#include "STTypes.h"
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using namespace soundtouch;
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// cubic interpolation coefficients
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static const float _coeffs[]=
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{ -0.5f, 1.0f, -0.5f, 0.0f,
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1.5f, -2.5f, 0.0f, 1.0f,
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-1.5f, 2.0f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f};
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InterpolateCubic::InterpolateCubic()
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{
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fract = 0;
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}
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void InterpolateCubic::resetRegisters()
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{
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fract = 0;
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}
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/// Transpose mono audio. Returns number of produced output samples, and
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/// updates "srcSamples" to amount of consumed source samples
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int InterpolateCubic::transposeMono(SAMPLETYPE *pdest,
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const SAMPLETYPE *psrc,
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int &srcSamples)
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{
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int i;
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int srcSampleEnd = srcSamples - 4;
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int srcCount = 0;
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i = 0;
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while (srcCount < srcSampleEnd)
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{
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float out;
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const float x3 = 1.0f;
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const float x2 = (float)fract; // x
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const float x1 = x2*x2; // x^2
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const float x0 = x1*x2; // x^3
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float y0, y1, y2, y3;
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assert(fract < 1.0);
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y0 = _coeffs[0] * x0 + _coeffs[1] * x1 + _coeffs[2] * x2 + _coeffs[3] * x3;
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y1 = _coeffs[4] * x0 + _coeffs[5] * x1 + _coeffs[6] * x2 + _coeffs[7] * x3;
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y2 = _coeffs[8] * x0 + _coeffs[9] * x1 + _coeffs[10] * x2 + _coeffs[11] * x3;
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y3 = _coeffs[12] * x0 + _coeffs[13] * x1 + _coeffs[14] * x2 + _coeffs[15] * x3;
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out = y0 * psrc[0] + y1 * psrc[1] + y2 * psrc[2] + y3 * psrc[3];
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pdest[i] = (SAMPLETYPE)out;
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i ++;
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// update position fraction
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fract += rate;
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// update whole positions
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int whole = (int)fract;
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fract -= whole;
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psrc += whole;
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srcCount += whole;
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}
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srcSamples = srcCount;
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return i;
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}
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/// Transpose stereo audio. Returns number of produced output samples, and
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/// updates "srcSamples" to amount of consumed source samples
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int InterpolateCubic::transposeStereo(SAMPLETYPE *pdest,
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const SAMPLETYPE *psrc,
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int &srcSamples)
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{
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int i;
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int srcSampleEnd = srcSamples - 4;
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int srcCount = 0;
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i = 0;
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while (srcCount < srcSampleEnd)
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{
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const float x3 = 1.0f;
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const float x2 = (float)fract; // x
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const float x1 = x2*x2; // x^2
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const float x0 = x1*x2; // x^3
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float y0, y1, y2, y3;
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float out0, out1;
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assert(fract < 1.0);
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y0 = _coeffs[0] * x0 + _coeffs[1] * x1 + _coeffs[2] * x2 + _coeffs[3] * x3;
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y1 = _coeffs[4] * x0 + _coeffs[5] * x1 + _coeffs[6] * x2 + _coeffs[7] * x3;
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y2 = _coeffs[8] * x0 + _coeffs[9] * x1 + _coeffs[10] * x2 + _coeffs[11] * x3;
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y3 = _coeffs[12] * x0 + _coeffs[13] * x1 + _coeffs[14] * x2 + _coeffs[15] * x3;
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out0 = y0 * psrc[0] + y1 * psrc[2] + y2 * psrc[4] + y3 * psrc[6];
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out1 = y0 * psrc[1] + y1 * psrc[3] + y2 * psrc[5] + y3 * psrc[7];
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pdest[2*i] = (SAMPLETYPE)out0;
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pdest[2*i+1] = (SAMPLETYPE)out1;
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i ++;
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// update position fraction
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fract += rate;
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// update whole positions
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int whole = (int)fract;
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fract -= whole;
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psrc += 2*whole;
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srcCount += whole;
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}
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srcSamples = srcCount;
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return i;
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}
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/// Transpose multi-channel audio. Returns number of produced output samples, and
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/// updates "srcSamples" to amount of consumed source samples
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int InterpolateCubic::transposeMulti(SAMPLETYPE *pdest,
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const SAMPLETYPE *psrc,
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int &srcSamples)
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{
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int i;
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int srcSampleEnd = srcSamples - 4;
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int srcCount = 0;
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i = 0;
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while (srcCount < srcSampleEnd)
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{
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const float x3 = 1.0f;
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const float x2 = (float)fract; // x
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const float x1 = x2*x2; // x^2
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const float x0 = x1*x2; // x^3
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float y0, y1, y2, y3;
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assert(fract < 1.0);
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y0 = _coeffs[0] * x0 + _coeffs[1] * x1 + _coeffs[2] * x2 + _coeffs[3] * x3;
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y1 = _coeffs[4] * x0 + _coeffs[5] * x1 + _coeffs[6] * x2 + _coeffs[7] * x3;
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y2 = _coeffs[8] * x0 + _coeffs[9] * x1 + _coeffs[10] * x2 + _coeffs[11] * x3;
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y3 = _coeffs[12] * x0 + _coeffs[13] * x1 + _coeffs[14] * x2 + _coeffs[15] * x3;
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for (int c = 0; c < numChannels; c ++)
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{
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float out;
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out = y0 * psrc[c] + y1 * psrc[c + numChannels] + y2 * psrc[c + 2 * numChannels] + y3 * psrc[c + 3 * numChannels];
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pdest[0] = (SAMPLETYPE)out;
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pdest ++;
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}
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i ++;
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// update position fraction
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fract += rate;
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// update whole positions
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int whole = (int)fract;
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fract -= whole;
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psrc += numChannels*whole;
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srcCount += whole;
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}
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srcSamples = srcCount;
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return i;
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}
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