Mercurial > audlegacy-plugins
view src/modplug/snd_dsp.cxx @ 2269:c44b90b6322e
Fixes memory leak in song change plugin when applying configuration (Bugzilla #48)
author | Jussi Judin <jjudin+audacious@iki.fi> |
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date | Tue, 25 Dec 2007 02:16:51 -0600 |
parents | 6907fc39b53f |
children | 107c1fed3d92 |
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/* * This source code is public domain. * * Authors: Olivier Lapicque <olivierl@jps.net> */ #include "stdafx.h" #include "sndfile.h" #ifdef MODPLUG_FASTSOUNDLIB #define MODPLUG_NO_REVERB #endif // Delayed Surround Filters #ifndef MODPLUG_FASTSOUNDLIB #define nDolbyHiFltAttn 6 #define nDolbyHiFltMask 3 #define DOLBYATTNROUNDUP 31 #else #define nDolbyHiFltAttn 3 #define nDolbyHiFltMask 3 #define DOLBYATTNROUNDUP 3 #endif // Bass Expansion #define XBASS_DELAY 14 // 2.5 ms // Buffer Sizes #define XBASSBUFFERSIZE 64 // 2 ms at 50KHz #define FILTERBUFFERSIZE 64 // 1.25 ms #define SURROUNDBUFFERSIZE ((MAX_SAMPLE_RATE * 50) / 1000) #define REVERBBUFFERSIZE ((MAX_SAMPLE_RATE * 200) / 1000) #define REVERBBUFFERSIZE2 ((REVERBBUFFERSIZE*13) / 17) #define REVERBBUFFERSIZE3 ((REVERBBUFFERSIZE*7) / 13) #define REVERBBUFFERSIZE4 ((REVERBBUFFERSIZE*7) / 19) // DSP Effects: PUBLIC members UINT CSoundFile::m_nXBassDepth = 6; UINT CSoundFile::m_nXBassRange = XBASS_DELAY; UINT CSoundFile::m_nReverbDepth = 1; UINT CSoundFile::m_nReverbDelay = 100; UINT CSoundFile::m_nProLogicDepth = 12; UINT CSoundFile::m_nProLogicDelay = 20; //////////////////////////////////////////////////////////////////// // DSP Effects internal state // Bass Expansion: low-pass filter static LONG nXBassSum = 0; static LONG nXBassBufferPos = 0; static LONG nXBassDlyPos = 0; static LONG nXBassMask = 0; // Noise Reduction: simple low-pass filter static LONG nLeftNR = 0; static LONG nRightNR = 0; // Surround Encoding: 1 delay line + low-pass filter + high-pass filter static LONG nSurroundSize = 0; static LONG nSurroundPos = 0; static LONG nDolbyDepth = 0; static LONG nDolbyLoDlyPos = 0; static LONG nDolbyLoFltPos = 0; static LONG nDolbyLoFltSum = 0; static LONG nDolbyHiFltPos = 0; static LONG nDolbyHiFltSum = 0; // Reverb: 4 delay lines + high-pass filter + low-pass filter #ifndef MODPLUG_NO_REVERB static LONG nReverbSize = 0; static LONG nReverbBufferPos = 0; static LONG nReverbSize2 = 0; static LONG nReverbBufferPos2 = 0; static LONG nReverbSize3 = 0; static LONG nReverbBufferPos3 = 0; static LONG nReverbSize4 = 0; static LONG nReverbBufferPos4 = 0; static LONG nReverbLoFltSum = 0; static LONG nReverbLoFltPos = 0; static LONG nReverbLoDlyPos = 0; static LONG nFilterAttn = 0; static LONG gRvbLowPass[8]; static LONG gRvbLPPos = 0; static LONG gRvbLPSum = 0; static LONG ReverbLoFilterBuffer[XBASSBUFFERSIZE]; static LONG ReverbLoFilterDelay[XBASSBUFFERSIZE]; static LONG ReverbBuffer[REVERBBUFFERSIZE]; static LONG ReverbBuffer2[REVERBBUFFERSIZE2]; static LONG ReverbBuffer3[REVERBBUFFERSIZE3]; static LONG ReverbBuffer4[REVERBBUFFERSIZE4]; #endif static LONG XBassBuffer[XBASSBUFFERSIZE]; static LONG XBassDelay[XBASSBUFFERSIZE]; static LONG DolbyLoFilterBuffer[XBASSBUFFERSIZE]; static LONG DolbyLoFilterDelay[XBASSBUFFERSIZE]; static LONG DolbyHiFilterBuffer[FILTERBUFFERSIZE]; static LONG SurroundBuffer[SURROUNDBUFFERSIZE]; // Access the main temporary mix buffer directly: avoids an extra pointer extern int MixSoundBuffer[MIXBUFFERSIZE*2]; //cextern int MixReverbBuffer[MIXBUFFERSIZE*2]; extern int MixReverbBuffer[MIXBUFFERSIZE*2]; static UINT GetMaskFromSize(UINT len) //----------------------------------- { UINT n = 2; while (n <= len) n <<= 1; return ((n >> 1) - 1); } void CSoundFile::InitializeDSP(BOOL bReset) //----------------------------------------- { if (!m_nReverbDelay) m_nReverbDelay = 100; if (!m_nXBassRange) m_nXBassRange = XBASS_DELAY; if (!m_nProLogicDelay) m_nProLogicDelay = 20; if (m_nXBassDepth > 8) m_nXBassDepth = 8; if (m_nXBassDepth < 2) m_nXBassDepth = 2; if (bReset) { // Noise Reduction nLeftNR = nRightNR = 0; } // Pro-Logic Surround nSurroundPos = nSurroundSize = 0; nDolbyLoFltPos = nDolbyLoFltSum = nDolbyLoDlyPos = 0; nDolbyHiFltPos = nDolbyHiFltSum = 0; if (gdwSoundSetup & SNDMIX_SURROUND) { memset(DolbyLoFilterBuffer, 0, sizeof(DolbyLoFilterBuffer)); memset(DolbyHiFilterBuffer, 0, sizeof(DolbyHiFilterBuffer)); memset(DolbyLoFilterDelay, 0, sizeof(DolbyLoFilterDelay)); memset(SurroundBuffer, 0, sizeof(SurroundBuffer)); nSurroundSize = (gdwMixingFreq * m_nProLogicDelay) / 1000; if (nSurroundSize > SURROUNDBUFFERSIZE) nSurroundSize = SURROUNDBUFFERSIZE; if (m_nProLogicDepth < 8) nDolbyDepth = (32 >> m_nProLogicDepth) + 32; else nDolbyDepth = (m_nProLogicDepth < 16) ? (8 + (m_nProLogicDepth - 8) * 7) : 64; nDolbyDepth >>= 2; } // Reverb Setup #ifndef MODPLUG_NO_REVERB if (gdwSoundSetup & SNDMIX_REVERB) { UINT nrs = (gdwMixingFreq * m_nReverbDelay) / 1000; UINT nfa = m_nReverbDepth+1; if (nrs > REVERBBUFFERSIZE) nrs = REVERBBUFFERSIZE; if ((bReset) || (nrs != (UINT)nReverbSize) || (nfa != (UINT)nFilterAttn)) { nFilterAttn = nfa; nReverbSize = nrs; nReverbBufferPos = nReverbBufferPos2 = nReverbBufferPos3 = nReverbBufferPos4 = 0; nReverbLoFltSum = nReverbLoFltPos = nReverbLoDlyPos = 0; gRvbLPSum = gRvbLPPos = 0; nReverbSize2 = (nReverbSize * 13) / 17; if (nReverbSize2 > REVERBBUFFERSIZE2) nReverbSize2 = REVERBBUFFERSIZE2; nReverbSize3 = (nReverbSize * 7) / 13; if (nReverbSize3 > REVERBBUFFERSIZE3) nReverbSize3 = REVERBBUFFERSIZE3; nReverbSize4 = (nReverbSize * 7) / 19; if (nReverbSize4 > REVERBBUFFERSIZE4) nReverbSize4 = REVERBBUFFERSIZE4; memset(ReverbLoFilterBuffer, 0, sizeof(ReverbLoFilterBuffer)); memset(ReverbLoFilterDelay, 0, sizeof(ReverbLoFilterDelay)); memset(ReverbBuffer, 0, sizeof(ReverbBuffer)); memset(ReverbBuffer2, 0, sizeof(ReverbBuffer2)); memset(ReverbBuffer3, 0, sizeof(ReverbBuffer3)); memset(ReverbBuffer4, 0, sizeof(ReverbBuffer4)); memset(gRvbLowPass, 0, sizeof(gRvbLowPass)); } } else nReverbSize = 0; #endif BOOL bResetBass = FALSE; // Bass Expansion Reset if (gdwSoundSetup & SNDMIX_MEGABASS) { UINT nXBassSamples = (gdwMixingFreq * m_nXBassRange) / 10000; if (nXBassSamples > XBASSBUFFERSIZE) nXBassSamples = XBASSBUFFERSIZE; UINT mask = GetMaskFromSize(nXBassSamples); if ((bReset) || (mask != (UINT)nXBassMask)) { nXBassMask = mask; bResetBass = TRUE; } } else { nXBassMask = 0; bResetBass = TRUE; } if (bResetBass) { nXBassSum = nXBassBufferPos = nXBassDlyPos = 0; memset(XBassBuffer, 0, sizeof(XBassBuffer)); memset(XBassDelay, 0, sizeof(XBassDelay)); } } void CSoundFile::ProcessStereoDSP(int count) //------------------------------------------ { #ifndef MODPLUG_NO_REVERB // Reverb if (gdwSoundSetup & SNDMIX_REVERB) { int *pr = MixSoundBuffer, *pin = MixReverbBuffer, rvbcount = count; do { int echo = ReverbBuffer[nReverbBufferPos] + ReverbBuffer2[nReverbBufferPos2] + ReverbBuffer3[nReverbBufferPos3] + ReverbBuffer4[nReverbBufferPos4]; // echo = reverb signal // Delay line and remove Low Frequencies // v = original signal int echodly = ReverbLoFilterDelay[nReverbLoDlyPos]; // echodly = delayed signal ReverbLoFilterDelay[nReverbLoDlyPos] = echo >> 1; nReverbLoDlyPos++; nReverbLoDlyPos &= 0x1F; int n = nReverbLoFltPos; nReverbLoFltSum -= ReverbLoFilterBuffer[n]; int tmp = echo / 128; ReverbLoFilterBuffer[n] = tmp; nReverbLoFltSum += tmp; echodly -= nReverbLoFltSum; nReverbLoFltPos = (n + 1) & 0x3F; // Reverb int v = (pin[0]+pin[1]) >> nFilterAttn; pr[0] += pin[0] + echodly; pr[1] += pin[1] + echodly; v += echodly >> 2; ReverbBuffer3[nReverbBufferPos3] = v; ReverbBuffer4[nReverbBufferPos4] = v; v += echodly >> 4; v >>= 1; gRvbLPSum -= gRvbLowPass[gRvbLPPos]; gRvbLPSum += v; gRvbLowPass[gRvbLPPos] = v; gRvbLPPos++; gRvbLPPos &= 7; int vlp = gRvbLPSum >> 2; ReverbBuffer[nReverbBufferPos] = vlp; ReverbBuffer2[nReverbBufferPos2] = vlp; if (++nReverbBufferPos >= nReverbSize) nReverbBufferPos = 0; if (++nReverbBufferPos2 >= nReverbSize2) nReverbBufferPos2 = 0; if (++nReverbBufferPos3 >= nReverbSize3) nReverbBufferPos3 = 0; if (++nReverbBufferPos4 >= nReverbSize4) nReverbBufferPos4 = 0; pr += 2; pin += 2; } while (--rvbcount); } #endif // Dolby Pro-Logic Surround if (gdwSoundSetup & SNDMIX_SURROUND) { int *pr = MixSoundBuffer, n = nDolbyLoFltPos; for (int r=count; r; r--) { int v = (pr[0]+pr[1]+DOLBYATTNROUNDUP) >> (nDolbyHiFltAttn+1); #ifndef MODPLUG_FASTSOUNDLIB v *= (int)nDolbyDepth; #endif // Low-Pass Filter nDolbyHiFltSum -= DolbyHiFilterBuffer[nDolbyHiFltPos]; DolbyHiFilterBuffer[nDolbyHiFltPos] = v; nDolbyHiFltSum += v; v = nDolbyHiFltSum; nDolbyHiFltPos++; nDolbyHiFltPos &= nDolbyHiFltMask; // Surround int secho = SurroundBuffer[nSurroundPos]; SurroundBuffer[nSurroundPos] = v; // Delay line and remove low frequencies v = DolbyLoFilterDelay[nDolbyLoDlyPos]; // v = delayed signal DolbyLoFilterDelay[nDolbyLoDlyPos] = secho; // secho = signal nDolbyLoDlyPos++; nDolbyLoDlyPos &= 0x1F; nDolbyLoFltSum -= DolbyLoFilterBuffer[n]; int tmp = secho / 64; DolbyLoFilterBuffer[n] = tmp; nDolbyLoFltSum += tmp; v -= nDolbyLoFltSum; n++; n &= 0x3F; // Add echo pr[0] += v; pr[1] -= v; if (++nSurroundPos >= nSurroundSize) nSurroundPos = 0; pr += 2; } nDolbyLoFltPos = n; } // Bass Expansion if (gdwSoundSetup & SNDMIX_MEGABASS) { int *px = MixSoundBuffer; int xba = m_nXBassDepth+1, xbamask = (1 << xba) - 1; int n = nXBassBufferPos; for (int x=count; x; x--) { nXBassSum -= XBassBuffer[n]; int tmp0 = px[0] + px[1]; int tmp = (tmp0 + ((tmp0 >> 31) & xbamask)) >> xba; XBassBuffer[n] = tmp; nXBassSum += tmp; int v = XBassDelay[nXBassDlyPos]; XBassDelay[nXBassDlyPos] = px[0]; px[0] = v + nXBassSum; v = XBassDelay[nXBassDlyPos+1]; XBassDelay[nXBassDlyPos+1] = px[1]; px[1] = v + nXBassSum; nXBassDlyPos = (nXBassDlyPos + 2) & nXBassMask; px += 2; n++; n &= nXBassMask; } nXBassBufferPos = n; } // Noise Reduction if (gdwSoundSetup & SNDMIX_NOISEREDUCTION) { int n1 = nLeftNR, n2 = nRightNR; int *pnr = MixSoundBuffer; for (int nr=count; nr; nr--) { int vnr = pnr[0] >> 1; pnr[0] = vnr + n1; n1 = vnr; vnr = pnr[1] >> 1; pnr[1] = vnr + n2; n2 = vnr; pnr += 2; } nLeftNR = n1; nRightNR = n2; } } void CSoundFile::ProcessMonoDSP(int count) //---------------------------------------- { #ifndef MODPLUG_NO_REVERB // Reverb if (gdwSoundSetup & SNDMIX_REVERB) { int *pr = MixSoundBuffer, rvbcount = count, *pin = MixReverbBuffer; do { int echo = ReverbBuffer[nReverbBufferPos] + ReverbBuffer2[nReverbBufferPos2] + ReverbBuffer3[nReverbBufferPos3] + ReverbBuffer4[nReverbBufferPos4]; // echo = reverb signal // Delay line and remove Low Frequencies // v = original signal int echodly = ReverbLoFilterDelay[nReverbLoDlyPos]; // echodly = delayed signal ReverbLoFilterDelay[nReverbLoDlyPos] = echo >> 1; nReverbLoDlyPos++; nReverbLoDlyPos &= 0x1F; int n = nReverbLoFltPos; nReverbLoFltSum -= ReverbLoFilterBuffer[n]; int tmp = echo / 128; ReverbLoFilterBuffer[n] = tmp; nReverbLoFltSum += tmp; echodly -= nReverbLoFltSum; nReverbLoFltPos = (n + 1) & 0x3F; // Reverb int v = pin[0] >> (nFilterAttn-1); *pr++ += pin[0] + echodly; pin++; v += echodly >> 2; ReverbBuffer3[nReverbBufferPos3] = v; ReverbBuffer4[nReverbBufferPos4] = v; v += echodly >> 4; v >>= 1; gRvbLPSum -= gRvbLowPass[gRvbLPPos]; gRvbLPSum += v; gRvbLowPass[gRvbLPPos] = v; gRvbLPPos++; gRvbLPPos &= 7; int vlp = gRvbLPSum >> 2; ReverbBuffer[nReverbBufferPos] = vlp; ReverbBuffer2[nReverbBufferPos2] = vlp; if (++nReverbBufferPos >= nReverbSize) nReverbBufferPos = 0; if (++nReverbBufferPos2 >= nReverbSize2) nReverbBufferPos2 = 0; if (++nReverbBufferPos3 >= nReverbSize3) nReverbBufferPos3 = 0; if (++nReverbBufferPos4 >= nReverbSize4) nReverbBufferPos4 = 0; } while (--rvbcount); } #endif // Bass Expansion if (gdwSoundSetup & SNDMIX_MEGABASS) { int *px = MixSoundBuffer; int xba = m_nXBassDepth, xbamask = (1 << xba)-1; int n = nXBassBufferPos; for (int x=count; x; x--) { nXBassSum -= XBassBuffer[n]; int tmp0 = *px; int tmp = (tmp0 + ((tmp0 >> 31) & xbamask)) >> xba; XBassBuffer[n] = tmp; nXBassSum += tmp; int v = XBassDelay[nXBassDlyPos]; XBassDelay[nXBassDlyPos] = *px; *px++ = v + nXBassSum; nXBassDlyPos = (nXBassDlyPos + 2) & nXBassMask; n++; n &= nXBassMask; } nXBassBufferPos = n; } // Noise Reduction if (gdwSoundSetup & SNDMIX_NOISEREDUCTION) { int n = nLeftNR; int *pnr = MixSoundBuffer; for (int nr=count; nr; pnr++, nr--) { int vnr = *pnr >> 1; *pnr = vnr + n; n = vnr; } nLeftNR = n; } } ///////////////////////////////////////////////////////////////// // Clean DSP Effects interface // [Reverb level 0(quiet)-100(loud)], [delay in ms, usually 40-200ms] BOOL CSoundFile::SetReverbParameters(UINT nDepth, UINT nDelay) //------------------------------------------------------------ { if (nDepth > 100) nDepth = 100; UINT gain = nDepth / 20; if (gain > 4) gain = 4; m_nReverbDepth = 4 - gain; if (nDelay < 40) nDelay = 40; if (nDelay > 250) nDelay = 250; m_nReverbDelay = nDelay; return TRUE; } // [XBass level 0(quiet)-100(loud)], [cutoff in Hz 20-100] BOOL CSoundFile::SetXBassParameters(UINT nDepth, UINT nRange) //----------------------------------------------------------- { if (nDepth > 100) nDepth = 100; UINT gain = nDepth / 20; if (gain > 4) gain = 4; m_nXBassDepth = 8 - gain; // filter attenuation 1/256 .. 1/16 UINT range = nRange / 5; if (range > 5) range -= 5; else range = 0; if (nRange > 16) nRange = 16; m_nXBassRange = 21 - range; // filter average on 0.5-1.6ms return TRUE; } // [Surround level 0(quiet)-100(heavy)] [delay in ms, usually 5-50ms] BOOL CSoundFile::SetSurroundParameters(UINT nDepth, UINT nDelay) //-------------------------------------------------------------- { UINT gain = (nDepth * 16) / 100; if (gain > 16) gain = 16; if (gain < 1) gain = 1; m_nProLogicDepth = gain; if (nDelay < 4) nDelay = 4; if (nDelay > 50) nDelay = 50; m_nProLogicDelay = nDelay; return TRUE; } BOOL CSoundFile::SetWaveConfigEx(BOOL bSurround,BOOL bNoOverSampling,BOOL bReverb,BOOL hqido,BOOL bMegaBass,BOOL bNR,BOOL bEQ) //---------------------------------------------------------------------------------------------------------------------------- { DWORD d = gdwSoundSetup & ~(SNDMIX_SURROUND | SNDMIX_NORESAMPLING | SNDMIX_REVERB | SNDMIX_HQRESAMPLER | SNDMIX_MEGABASS | SNDMIX_NOISEREDUCTION | SNDMIX_EQ); if (bSurround) d |= SNDMIX_SURROUND; if (bNoOverSampling) d |= SNDMIX_NORESAMPLING; if (bReverb) d |= SNDMIX_REVERB; if (hqido) d |= SNDMIX_HQRESAMPLER; if (bMegaBass) d |= SNDMIX_MEGABASS; if (bNR) d |= SNDMIX_NOISEREDUCTION; if (bEQ) d |= SNDMIX_EQ; gdwSoundSetup = d; InitPlayer(FALSE); return TRUE; }