/* Instru2Light - Illumine un instrument de musique en temps réel Copyright (C) 2012-2013 Ludovic Pouzenc This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "compute.h" #include "fft.h" #include #define MIN_SAMPLES 256 #define MAX_SAMPLES 2048 void compute_spectrum(float *data, int width, float output[PSHalf]); float compute_level(const float *data, size_t nsamples, int rate) { size_t i; float input[MAX_SAMPLES], pwrspec[PSHalf]; float value; int f, min_f_index, max_f_index; if (nsamples >= MAX_SAMPLES) { printf("WARN : nsamples >= MAX_SAMPLES : %zu >= %i\n", nsamples, MAX_SAMPLES); nsamples=MAX_SAMPLES; } if (nsamples < MIN_SAMPLES) { printf("WARN : nsamples < MIN_SAMPLES : %zu >= %i\n", nsamples, MIN_SAMPLES); return -120.f; } /* Replicate with symmetry the sound to obtain an input buffer of the minimal len for (i=0;i 0.0) output[i] = 10*log10(temp); else output[i] = 0; } } void audio2hsv_1(float audio_level, float *light_h, float *light_s, float *light_v) { static float hue=0; static float value_decay[8]={0.f}; static int decay_idx=0; int i; float level_norm, temp; // Testé avec micro externe sur lud-msi //[-38dB;0dB] -> [0.0;1.0] level_norm=(38.f+audio_level)/38.f; if (level_norm<0.0f) level_norm=0.f; //if (level_norm<0.1f) level_norm=0.f; //FIXME : ici cache misere pour le tremblement sur plancher bruit if (level_norm>1.f) level_norm=1.f; if (decay_idx>=8) decay_idx=0; value_decay[decay_idx++]=level_norm; hue=(hue+0.0002f); if (hue>1.f) hue-=1.f; // printf("%+3.1f %+1.3f\n", audio_level, level_norm); // Dummy code // *light_h=hue; temp=hue+level_norm/3.f; *light_h=temp-(int)temp; // Fractionnal part *light_s=1.f; // *light_v=level_norm; temp=0.f; for(i=0;i<8;i++) temp+=value_decay[i]; temp/=8.f; *light_v=temp; }