Files
tenacity/libraries/lib-builtin-effects/SoundTouchBase.cpp
Avery King ea35af8ea1 Further MIDI build option fixes
- Properly disable lib-note-track when MIDI is disabled
- Fix includes of NoteTrack.h when MIDI is disabled.

Signed-off-by: Avery King <avery98@pm.me>
2025-01-04 14:54:59 -08:00

434 lines
14 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
SoundTouchBase.cpp
Dominic Mazzoni, Vaughan Johnson
This abstract class contains all of the common code for an
effect that uses SoundTouch to do its processing (ChangeTempo
and ChangePitch).
**********************************************************************/
#if USE_SOUNDTOUCH
#include "SoundTouchBase.h"
#include "EffectOutputTracks.h"
#include <math.h>
#include "LabelTrack.h"
#include "SyncLock.h"
#include "WaveClip.h"
#include "WaveTrack.h"
#include "TimeWarper.h"
#ifdef USE_MIDI
#include "NoteTrack.h"
#endif
// Soundtouch defines these as well, which are also in generated configmac.h
// and configunix.h, so get rid of them before including,
// to avoid compiler warnings, and be sure to do this
// after all other #includes, to avoid any mischief that might result
// from doing the un-definitions before seeing any wx headers.
#undef PACKAGE_NAME
#undef PACKAGE_STRING
#undef PACKAGE_TARNAME
#undef PACKAGE_VERSION
#undef PACKAGE_BUGREPORT
#undef PACKAGE
#undef VERSION
#include "soundtouch/SoundTouch.h"
#ifdef USE_MIDI
SoundTouchBase::SoundTouchBase()
{
mSemitones = 0;
}
#endif
SoundTouchBase::~SoundTouchBase()
{
}
bool SoundTouchBase::ProcessLabelTrack(
LabelTrack *lt, const TimeWarper &warper)
{
// SetTimeWarper(std::make_unique<RegionTimeWarper>(mT0, mT1,
// std::make_unique<LinearTimeWarper>(mT0, mT0,
// mT1, mT0 + (mT1 - mT0) * mFactor)));
lt->WarpLabels(warper);
return true;
}
#ifdef USE_MIDI
bool SoundTouchBase::ProcessNoteTrack(NoteTrack *nt, const TimeWarper &warper)
{
nt->WarpAndTransposeNotes(mT0, mT1, warper, mSemitones);
return true;
}
#endif
bool SoundTouchBase::ProcessWithTimeWarper(InitFunction initer,
const TimeWarper &warper,
bool preserveLength)
{
// Assumes that mSoundTouch has already been initialized
// by the subclass for subclass-specific parameters. The
// time warper should also be set.
// Check if this effect will alter the selection length; if so, we need
// to operate on sync-lock selected tracks.
bool mustSync = true;
if (mT1 == warper.Warp(mT1)) {
mustSync = false;
}
//Iterate over each track
// Needs all for sync-lock grouping.
EffectOutputTracks outputs { *mTracks, GetType(), { { mT0, mT1 } }, true };
bool bGoodResult = true;
mPreserveLength = preserveLength;
mCurTrackNum = 0;
m_maxNewLength = 0.0;
outputs.Get().Any().VisitWhile(bGoodResult,
[&](auto &&fallthrough){ return [&](LabelTrack &lt) {
if ( !(lt.GetSelected() ||
(mustSync && SyncLock::IsSyncLockSelected(lt))) )
return fallthrough();
if (!ProcessLabelTrack(&lt, warper))
bGoodResult = false;
}; },
#ifdef USE_MIDI
[&](auto &&fallthrough){ return [&](NoteTrack &nt) {
if (!(nt.GetSelected() ||
(mustSync && SyncLock::IsSyncLockSelected(nt))))
return fallthrough();
if (!ProcessNoteTrack(&nt, warper))
bGoodResult = false;
}; },
#endif
[&](auto &&fallthrough){ return [&](WaveTrack &orig) {
if (!orig.GetSelected())
return fallthrough();
// Process only if the right marker is to the right of the left marker
if (mT1 > mT0) {
//Transform the marker timepoints to samples
const auto start = orig.TimeToLongSamples(mT0);
const auto end = orig.TimeToLongSamples(mT1);
const auto tempTrack = orig.EmptyCopy();
auto &out = *tempTrack;
const auto pSoundTouch = std::make_unique<soundtouch::SoundTouch>();
initer(pSoundTouch.get());
// TODO: more-than-two-channels
auto channels = orig.Channels();
if (channels.size() > 1) {
//Inform soundtouch there's 2 channels
pSoundTouch->setChannels(2);
//ProcessStereo() (implemented below) processes a stereo track
if (!ProcessStereo(pSoundTouch.get(),
orig, out, start, end, warper))
bGoodResult = false;
mCurTrackNum++; // Increment for rightTrack, too.
} else {
//Inform soundtouch there's a single channel
pSoundTouch->setChannels(1);
//ProcessOne() (implemented below) processes a single track
if (!ProcessOne(pSoundTouch.get(), **channels.begin(),
out, start, end, warper))
bGoodResult = false;
}
// pSoundTouch is destroyed here
}
mCurTrackNum++;
}; },
[&](Track &t) {
if (mustSync && SyncLock::IsSyncLockSelected(t))
t.SyncLockAdjust(mT1, warper.Warp(mT1));
}
);
if (bGoodResult)
outputs.Commit();
return bGoodResult;
}
//ProcessOne() takes a track, transforms it to bunch of buffer-blocks,
//and executes ProcessSoundTouch on these blocks
bool SoundTouchBase::ProcessOne(soundtouch::SoundTouch *pSoundTouch,
WaveChannel &orig, WaveTrack &out,
sampleCount start, sampleCount end,
const TimeWarper &warper)
{
// ProcessStereo handles the stereo case instead. This is a precondition
// for Append:
assert(out.NChannels() == 1);
pSoundTouch->setSampleRate(
static_cast<unsigned int>((orig.GetRate() + 0.5)));
//Get the length of the buffer (as double). len is
//used simple to calculate a progress meter, so it is easier
//to make it a double now than it is to do it later
auto len = (end - start).as_double();
{
//Initiate a processing buffer. This buffer will (most likely)
//be shorter than the length of the track being processed.
Floats buffer{ orig.GetMaxBlockSize() };
//Go through the track one buffer at a time. s counts which
//sample the current buffer starts at.
auto s = start;
while (s < end) {
//Get a block of samples (smaller than the size of the buffer)
const auto block = std::min<size_t>(8192,
limitSampleBufferSize(orig.GetBestBlockSize(s), end - s));
//Get the samples from the track and put them in the buffer
orig.GetFloats(buffer.get(), s, block);
//Add samples to SoundTouch
pSoundTouch->putSamples(buffer.get(), block);
//Get back samples from SoundTouch
unsigned int outputCount = pSoundTouch->numSamples();
if (outputCount > 0) {
Floats buffer2{ outputCount };
pSoundTouch->receiveSamples(buffer2.get(), outputCount);
out.Append(0, (samplePtr)buffer2.get(), floatSample, outputCount);
}
//Increment s one blockfull of samples
s += block;
//Update the Progress meter
if (TrackProgress(mCurTrackNum, (s - start).as_double() / len))
return false;
}
// Tell SoundTouch to finish processing any remaining samples
pSoundTouch->flush(); // this should only be used for changeTempo - it dumps data otherwise with pRateTransposer->clear();
unsigned int outputCount = pSoundTouch->numSamples();
if (outputCount > 0) {
Floats buffer2{ outputCount };
pSoundTouch->receiveSamples(buffer2.get(), outputCount);
out.Append(0, (samplePtr)buffer2.get(), floatSample, outputCount);
}
out.Flush();
}
// Transfer output samples to the original
Finalize(orig.GetTrack(), out, warper);
double newLength = out.GetEndTime();
m_maxNewLength = std::max(m_maxNewLength, newLength);
//Return true because the effect processing succeeded.
return true;
}
bool SoundTouchBase::ProcessStereo(soundtouch::SoundTouch *pSoundTouch,
WaveTrack &orig, WaveTrack &outputTrack,
sampleCount start, sampleCount end, const TimeWarper &warper)
{
pSoundTouch->setSampleRate(
static_cast<unsigned int>(orig.GetRate() + 0.5));
auto channels = orig.Channels();
auto &leftTrack = **channels.first++;
auto &rightTrack = **channels.first;
auto newChannels = outputTrack.Channels();
auto &outputLeftTrack = **newChannels.first++;
auto &outputRightTrack = **newChannels.first;
//Get the length of the buffer (as double). len is
//used simple to calculate a progress meter, so it is easier
//to make it a double now than it is to do it later
double len = (end - start).as_double();
//Initiate a processing buffer. This buffer will (most likely)
//be shorter than the length of the track being processed.
// Make soundTouchBuffer twice as big as MaxBlockSize for each channel,
// because Soundtouch wants them interleaved, i.e., each
// Soundtouch sample is left-right pair.
auto maxBlockSize = orig.GetMaxBlockSize();
{
Floats leftBuffer{ maxBlockSize };
Floats rightBuffer{ maxBlockSize };
Floats soundTouchBuffer{ maxBlockSize * 2 };
// Go through the track one stereo buffer at a time.
// sourceSampleCount counts the sample at which the current buffer starts,
// per channel.
auto sourceSampleCount = start;
while (sourceSampleCount < end) {
auto blockSize = limitSampleBufferSize(
orig.GetBestBlockSize(sourceSampleCount),
end - sourceSampleCount
);
// Get the samples from the tracks and put them in the buffers.
leftTrack.GetFloats((leftBuffer.get()), sourceSampleCount, blockSize);
rightTrack
.GetFloats((rightBuffer.get()), sourceSampleCount, blockSize);
// Interleave into soundTouchBuffer.
for (decltype(blockSize) index = 0; index < blockSize; index++) {
soundTouchBuffer[index * 2] = leftBuffer[index];
soundTouchBuffer[(index * 2) + 1] = rightBuffer[index];
}
//Add samples to SoundTouch
pSoundTouch->putSamples(soundTouchBuffer.get(), blockSize);
//Get back samples from SoundTouch
unsigned int outputCount = pSoundTouch->numSamples();
if (outputCount > 0)
this->ProcessStereoResults(pSoundTouch,
outputCount, outputLeftTrack, outputRightTrack);
//Increment sourceSampleCount one blockfull of samples
sourceSampleCount += blockSize;
//Update the Progress meter
// mCurTrackNum is left track. Include right track.
int nWhichTrack = mCurTrackNum;
double frac = (sourceSampleCount - start).as_double() / len;
if (frac < 0.5)
frac *= 2.0; // Show twice as far for each track, because we're doing 2 at once.
else
{
nWhichTrack++;
frac -= 0.5;
frac *= 2.0; // Show twice as far for each track, because we're doing 2 at once.
}
if (TrackProgress(nWhichTrack, frac))
return false;
}
// Tell SoundTouch to finish processing any remaining samples
pSoundTouch->flush();
unsigned int outputCount = pSoundTouch->numSamples();
if (outputCount > 0)
this->ProcessStereoResults(pSoundTouch,
outputCount, outputLeftTrack, outputRightTrack);
outputTrack.Flush();
}
// Transfer output samples to the original
Finalize(orig, outputTrack, warper);
// Track the longest result length
double newLength = outputTrack.GetEndTime();
m_maxNewLength = std::max(m_maxNewLength, newLength);
//Return true because the effect processing succeeded.
return true;
}
bool SoundTouchBase::ProcessStereoResults(soundtouch::SoundTouch *pSoundTouch,
const size_t outputCount,
WaveChannel &outputLeftTrack,
WaveChannel &outputRightTrack)
{
Floats outputSoundTouchBuffer{ outputCount * 2 };
pSoundTouch->receiveSamples(outputSoundTouchBuffer.get(), outputCount);
// Dis-interleave outputSoundTouchBuffer into separate track buffers.
Floats outputLeftBuffer{ outputCount };
Floats outputRightBuffer{ outputCount };
for (unsigned int index = 0; index < outputCount; ++index) {
outputLeftBuffer[index] = outputSoundTouchBuffer[index * 2];
outputRightBuffer[index] = outputSoundTouchBuffer[(index * 2) + 1];
}
outputLeftTrack.Append(
(samplePtr)outputLeftBuffer.get(), floatSample, outputCount);
outputRightTrack.Append(
(samplePtr)outputRightBuffer.get(), floatSample, outputCount);
return true;
}
void SoundTouchBase::Finalize(
WaveTrack &orig, WaveTrack &out, const TimeWarper &warper)
{
assert(out.NChannels() == orig.NChannels());
if (mPreserveLength) {
auto newLen = out.GetVisibleSampleCount();
auto oldLen = out.TimeToLongSamples(mT1) - out.TimeToLongSamples(mT0);
// Pad output track to original length since SoundTouch may remove samples
if (newLen < oldLen) {
const auto t = out.LongSamplesToTime(newLen - 1);
const auto len = out.LongSamplesToTime(oldLen - newLen);
out.InsertSilence(t, len);
}
// Trim output track to original length since SoundTouch may add extra samples
else if (newLen > oldLen) {
const auto t1 = out.LongSamplesToTime(oldLen);
out.Trim(0, t1);
}
}
// Silenced samples will be inserted in gaps between clips, so capture where
// these gaps are for later deletion
std::vector<std::pair<double, double>> gaps;
double last = mT0;
auto clips = orig.SortedIntervalArray();
auto front = clips.front();
auto back = clips.back();
for (auto &clip : clips) {
auto st = clip->GetPlayStartTime();
auto et = clip->GetPlayEndTime();
if (st >= mT0 || et < mT1) {
if (mT0 < st && clip == front) {
gaps.push_back(std::make_pair(mT0, st));
}
else if (last < st && mT0 <= last ) {
gaps.push_back(std::make_pair(last, st));
}
if (et < mT1 && clip == back) {
gaps.push_back(std::make_pair(et, mT1));
}
}
last = et;
}
// Take the output track and insert it in place of the original sample data
orig.ClearAndPaste(mT0, mT1, out, true, true, &warper);
// Finally, recreate the gaps
for (auto gap : gaps) {
const auto st = orig.SnapToSample(gap.first);
const auto et = orig.SnapToSample(gap.second);
if (st >= mT0 && et <= mT1 && st != et)
orig.SplitDelete(warper.Warp(st), warper.Warp(et));
}
}
#endif // USE_SOUNDTOUCH