#include "compute.h" #include "fft.h" #include <math.h> #define MIN_SAMPLES 256 #define MAX_SAMPLES 2048 //#define MAX(a,b) (a>b?a:b) //#define MIN(a,b) (a<b?a:b) //static inline float todB_a(const float *x); 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 : %i >= %i\n", nsamples, MAX_SAMPLES); nsamples=MAX_SAMPLES; } if (nsamples < MIN_SAMPLES) { printf("WARN : nsamples < MIN_SAMPLES : %i >= %i\n", nsamples, MIN_SAMPLES); // Replicate with symmetry the sound to obtain an input buffer of the minimal len for (i=0;i<MIN_SAMPLES;i++) { if ( (i/nsamples)%2==1 ) input[i]=data[i]; // First channel only else input[i]=data[nsamples-i-1]; } nsamples=MIN_SAMPLES; } else { for (i=0;i<nsamples;i++) { input[i]=data[i]; // First channel only } } compute_spectrum(input, nsamples, pwrspec); // Compute the mean power for 200Hz to 2000Hz band min_f_index=((float)PSHalf)*200.f/(((float)rate)/2.f); max_f_index=((float)PSHalf)*2000.f/(((float)rate)/2.f); value=0.f; for (f=min_f_index;f<=max_f_index;f++) { value+=pwrspec[f]; } // Mean value value=value/(max_f_index-min_f_index+1); return value; } /* static inline float todB_a(const float *x){ return (float)((*(int32_t *)x)&0x7fffffff) * 7.17711438e-7f -764.6161886f; } */ // Adapted from Audacity void compute_spectrum(float *data, int width, float output[PSHalf]) { int i, start, windows; float temp; float in[PSNumS]; float out[PSHalf]; float processed[PSHalf]={0.0f}; start = 0; windows = 0; while (start + PSNumS <= width) { // Windowing : Hanning for (i=0; i<PSNumS; i++) in[i] = data[start+i] *(0.50-0.50*cos(2*M_PI*i/(PSNumS-1))); // Returns only the real part of the result PowerSpectrum(in, out); for (i=0; i<PSHalf; i++) processed[i] += out[i]; start += PSHalf; windows++; } // Convert to decibels // But do it safely; -Inf is nobody's friend for (i = 0; i < PSHalf; i++){ temp=(processed[i] / PSNumS / windows); if (temp > 0.0) output[i] = 10*log10(temp); else output[i] = 0; } } void audio2hsv_1(int audio_level, int *light_h, int *light_s, int *light_v) { // Dummy code *light_h=-audio_level; *light_s=audio_level; *light_v=65535; } void hsv2rgb(int h, int s, int v, int *r, int *g, int *b) { /* * Purpose: * Convert HSV values to RGB values * All values are in the range [0..65535] */ float F, M, N, K; int I; if ( s == 0 ) { /* * Achromatic case, set level of grey */ *r = v; *g = v; *b = v; } else { I = (int) h/(65535/6); /* should be in the range 0..5 */ F = h - I; /* fractional part */ M = v * (1 - s); N = v * (1 - s * F); K = v * (1 - s * (1 - F)); if (I == 0) { *r = v; *g = K; *b = M; } if (I == 1) { *r = N; *g = v; *b = M; } if (I == 2) { *r = M; *g = v; *b = K; } if (I == 3) { *r = M; *g = N; *b = v; } if (I == 4) { *r = K; *g = M; *b = v; } if (I == 5) { *r = v; *g = M; *b = N; } } }