Pure downsampling is slower, but may or may not be more accurate. Though
probably not worth it. It did help me realize a minor error, though.
The decimator's volume is twice as loud as it should be.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
I'm not sure about macOS Ventura, but stable releases of macOS, at
least on Intel, require that threads joining Audio Interval
workgroups already be set to run as real-time before joining. Not
doing this results in an uncaught exception and a crash.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Update all project files with new upgrade version number, and add the
dead code stripping option. Don't touch MASShortcut because it's not my
project.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Replace overlap-add vDSP/Accelerate implementation with a faster PFFFT
overlap-save implementation, using fewer FFT steps as well.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Apparently, PFFFT double is much faster than vDSP, and I didn't even
notice. Thanks to Aleksey Vaneev for testing this properly.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The used fork of r8brain now uses the Accelerate vDSP FFT functions for
resampling, which should provide a slight speedup, or significant for
large sample ratios.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Promote the Plugin Controller source file to Objective-C++, and add a
simple data cache that holds on to requests for up to 5 seconds after
their last access, for preventing spammed requests from hitting files
over and over. This is apparently really relevant to the CUESheet reader
and its embedded CUESheet handling, as that tends to reread the same
file over and over as it populates the playlist with tracks. The nested
reader can also lead to repeated reading even on files without CUESheets
embedded.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Replace libsoxr dylib with a static library, and also build the two
architectures separately, to allow for platform-specific optimizations
to be employed for both. This also reduces the size of the CogAudio
framework by a few hundred kilobytes, as we eliminate unused code paths
better this way.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
A bad sample scanner and cleaner will point out in the log whenever a
bad sample, such as infinity, or Not a Number, or even huge values over
±2.0, in case some piece of code, or a decoder, or even a bad file, has
taken over the output.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Borrowing some DFT code from deadbeef, this implements a simple spectrum
visualization into the main toolbar of the app.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Where TagLib is not being employed, use FFmpeg to read tags where
possible. This allows reading tags from files like IFF. It reads it
through properties, otherwise allowing tag readers to function like
usual.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This was buggy as hell, and resulted in errors. Now the user should
restart playback if they change output device formats.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Rewrite attempt number two. Now using array lists of audio chunks, with
each chunk having its format and optionally losslessness stashed along
with it. This replaces the old virtual ring buffer method. As a result
of this, the HRIR toggle now works instantaneously.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
After all this rewriting, down or upmixing the audio is now handled with
the lowest latency possible, meaning that toggling the HRIR option now
takes effect immediately.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This new virtualizer uses the Accelerate framework to process samples.
I've bundled a HeSuVi impulse for now, and will add an option to select
an impulse in the future. It will validate the selection before sending
it to the actual filter, which outright fails if it receives invalid
input. Impulses will be supported in any arbitrary format that Cog
supports, but let's not go too hog wild, it requires HeSuVi 14 channel
presets.