From 147de11d89c1b9ba1a95a51ffd8a00b411aedac8 Mon Sep 17 00:00:00 2001 From: Christopher Snowhill Date: Mon, 17 Jan 2022 18:45:59 -0800 Subject: [PATCH] Equalizer: Interpolate to reach bands outside of presets --- Window/AUPlayerView.m | 58 ++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 55 insertions(+), 3 deletions(-) diff --git a/Window/AUPlayerView.m b/Window/AUPlayerView.m index a2c7b78ea..d55a769d4 100644 --- a/Window/AUPlayerView.m +++ b/Window/AUPlayerView.m @@ -13,6 +13,7 @@ #import "AUPlayerView.h" #import "json.h" + static NSArray * equalizer_presets_processed = nil; static json_value * equalizer_presets = NULL; @@ -22,15 +23,66 @@ static const NSString* winamp_equalizer_items[] = { @"name", @"hz70", @"hz180", static const float apple_equalizer_bands_31[31] = { 20, 25, 31.5, 40, 50, 63, 80, 100, 125, 160, 200, 250, 315, 400, 500, 630, 800, 1000, 1200, 1600, 2000, 2500, 3100, 4000, 5000, 6300, 8000, 10000, 12000, 16000, 20000 }; static const float apple_equalizer_bands_10[10] = { 32, 64, 128, 256, 512, 1000, 2000, 4000, 8000, 16000 }; +static inline float quadra(float *p, float frac) { return (((((((((p[0] + p[2]) * 0.5) - p[1]) * frac) * 0.5) + p[1]) - ((p[2] + p[0] + (p[0] * 2.0)) / 2.0)) * frac) * 2.0) + p[0]; } + static inline float interpolatePoint(NSDictionary * preset, float freqTarget) { + // predict extra bands! lpc was too broken, so use quadratic interpolation! if (freqTarget <= winamp_equalizer_bands[0]) { - return [[preset objectForKey:winamp_equalizer_items[1]] floatValue]; + float work[14]; + float work_freq[14]; + for (unsigned int i = 0; i < 10; ++i) { + work[9 - i] = [[preset objectForKey:winamp_equalizer_items[1 + i]] floatValue]; + work_freq[9 - i] = winamp_equalizer_bands[i]; + } + for (unsigned int i = 10; i < 14; ++i) { + work[i] = quadra(work + i - 3, 0.94); + work_freq[i] = quadra(work_freq + i - 3, 0.94); + } + for (unsigned int i = 0; i < 13; ++i) { + if (freqTarget >= work_freq[13 - i] && + freqTarget < work_freq[12 - i]) { + float freqLow = work_freq[13 - i]; + float freqHigh = work_freq[12 - i]; + float valueLow = work[13 - i]; + float valueHigh = work[12 - i]; + + float delta = (freqTarget - freqLow) / (freqHigh - freqLow); + + return valueLow + (valueHigh - valueLow) * delta; + } + } + + return work[13]; } else if (freqTarget >= winamp_equalizer_bands[9]) { - return [[preset objectForKey:winamp_equalizer_items[10]] floatValue]; + float work[14]; + float work_freq[14]; + for (unsigned int i = 0; i < 10; ++i) { + work[i] = [[preset objectForKey:winamp_equalizer_items[1 + i]] floatValue]; + work_freq[i] = winamp_equalizer_bands[i]; + } + for (unsigned int i = 10; i < 14; ++i) { + work[i] = quadra(work + i - 3, 0.94); + work_freq[i] = quadra(work_freq + i - 3, 0.94); + } + for (unsigned int i = 0; i < 13; ++i) { + if (freqTarget >= work_freq[i] && + freqTarget < work_freq[i + 1]) { + float freqLow = work_freq[i]; + float freqHigh = work_freq[i + 1]; + float valueLow = work[i]; + float valueHigh = work[i + 1]; + + float delta = (freqTarget - freqLow) / (freqHigh - freqLow); + + return valueLow + (valueHigh - valueLow) * delta; + } + } + + return work[13]; } - // interpolation time! + // interpolation time! linear is fine for this for (size_t i = 0; i < 9; ++i) { if (freqTarget >= winamp_equalizer_bands[i] &&