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https://github.com/RustAudio/rodio
synced 2024-12-12 13:12:30 +00:00
Updated comments, refactored logic & added more member functions for simplicity
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commit
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2 changed files with 102 additions and 34 deletions
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@ -26,6 +26,7 @@ where
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input,
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target_level,
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absolute_max_gain,
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attack_time,
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current_gain: 1.0,
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attack_coeff: (-1.0 / (attack_time * sample_rate as f32)).exp(),
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peak_level: 0.0,
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@ -41,6 +42,7 @@ pub struct AutomaticGainControl<I> {
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input: I,
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target_level: f32,
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absolute_max_gain: f32,
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attack_time: f32,
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current_gain: f32,
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attack_coeff: f32,
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peak_level: f32,
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@ -54,17 +56,82 @@ where
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I: Source,
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I::Item: Sample,
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{
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// Sets a new target output level.
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/// Sets a new target output level.
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///
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/// This method allows dynamic adjustment of the target output level
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/// for the Automatic Gain Control. The target level determines the
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/// desired amplitude of the processed audio signal.
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#[inline]
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pub fn set_target_level(&mut self, level: f32) {
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self.target_level = level;
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}
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// Add this method to allow changing the attack coefficient
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/// Sets a new absolute maximum gain limit.
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#[inline]
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pub fn set_absolute_max_gain(&mut self, max_gain: f32) {
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self.absolute_max_gain = max_gain;
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}
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/// This method allows changing the attack coefficient dynamically.
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/// The attack coefficient determines how quickly the AGC responds to level changes.
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/// A smaller value results in faster response, while a larger value gives a slower response.
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#[inline]
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pub fn set_attack_coeff(&mut self, attack_time: f32) {
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let sample_rate = self.input.sample_rate();
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self.attack_coeff = (-1.0 / (attack_time * sample_rate as f32)).exp();
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}
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/// Updates the peak level with an adaptive attack coefficient
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///
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/// This method adjusts the peak level using a variable attack coefficient.
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/// It responds faster to sudden increases in signal level by using a
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/// minimum attack coefficient of 0.1 when the sample value exceeds the
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/// current peak level. This adaptive behavior helps capture transients
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/// more accurately while maintaining smoother behavior for gradual changes.
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#[inline]
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fn update_peak_level(&mut self, sample_value: f32) {
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let attack_coeff = if sample_value > self.peak_level {
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self.attack_coeff.min(0.1) // Faster response to sudden increases
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} else {
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self.attack_coeff
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};
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self.peak_level = attack_coeff * self.peak_level + (1.0 - attack_coeff) * sample_value;
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}
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/// Calculate gain adjustments based on peak and RMS levels
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/// This method determines the appropriate gain level to apply to the audio
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/// signal, considering both peak and RMS (Root Mean Square) levels.
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/// The peak level helps prevent sudden spikes, while the RMS level
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/// provides a measure of the overall signal power over time.
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#[inline]
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fn calculate_peak_gain(&self) -> f32 {
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if self.peak_level > 0.0 {
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self.target_level / self.peak_level
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} else {
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1.0
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}
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}
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/// Updates the RMS (Root Mean Square) level using a sliding window approach.
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/// This method calculates a moving average of the squared input samples,
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/// providing a measure of the signal's average power over time.
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#[inline]
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fn update_rms(&mut self, sample_value: f32) -> f32 {
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// Remove the oldest sample from the RMS calculation
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self.rms_level -= self.rms_window[self.rms_index] / self.rms_window.len() as f32;
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// Add the new sample to the window
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self.rms_window[self.rms_index] = sample_value * sample_value;
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// Add the new sample to the RMS calculation
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self.rms_level += self.rms_window[self.rms_index] / self.rms_window.len() as f32;
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// Move the index to the next position
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self.rms_index = (self.rms_index + 1) % self.rms_window.len();
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// Calculate and return the RMS value
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self.rms_level.sqrt()
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}
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}
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impl<I> Iterator for AutomaticGainControl<I>
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@ -77,55 +144,41 @@ where
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#[inline]
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fn next(&mut self) -> Option<I::Item> {
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self.input.next().map(|value| {
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// Convert the sample to its absolute float value for level calculations
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let sample_value = value.to_f32().abs();
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// Update peak level with adaptive attack coefficient
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let attack_coeff = if sample_value > self.peak_level {
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self.attack_coeff.min(0.1) // Faster response to sudden increases
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} else {
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self.attack_coeff
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};
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self.peak_level = attack_coeff * self.peak_level + (1.0 - attack_coeff) * sample_value;
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// Dynamically adjust peak level using an adaptive attack coefficient
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self.update_peak_level(sample_value);
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// Update RMS level using a sliding window
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self.rms_level -= self.rms_window[self.rms_index] / self.rms_window.len() as f32;
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self.rms_window[self.rms_index] = sample_value * sample_value;
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self.rms_level += self.rms_window[self.rms_index] / self.rms_window.len() as f32;
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self.rms_index = (self.rms_index + 1) % self.rms_window.len();
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// Calculate the current RMS (Root Mean Square) level using a sliding window approach
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let rms = self.update_rms(sample_value);
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let rms = self.rms_level.sqrt();
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// Calculate gain adjustments based on peak and RMS levels
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let peak_gain = if self.peak_level > 0.0 {
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self.target_level / self.peak_level
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} else {
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1.0
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};
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// Determine the gain adjustment needed based on the current peak level
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let peak_gain = self.calculate_peak_gain();
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// Compute the gain adjustment required to reach the target level based on RMS
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let rms_gain = if rms > 0.0 {
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self.target_level / rms
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} else {
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1.0
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1.0 // Default to unity gain if RMS is zero to avoid division by zero
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};
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// Choose the more conservative gain adjustment
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// Select the lower of peak and RMS gains to ensure conservative adjustment
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let desired_gain = peak_gain.min(rms_gain);
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// Set target gain to the middle of the allowable range
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let target_gain = 1.0; // Midpoint between 0.1 and 3.0
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// Gradually adjust the current gain towards the desired gain for smooth transitions
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let adjustment_speed = self.attack_time; // Controls the trade-off between quick response and stability
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self.current_gain =
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self.current_gain * (1.0 - adjustment_speed) + desired_gain * adjustment_speed;
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// Smoothly adjust current gain towards the target
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let adjustment_speed = 0.05; // Balance between responsiveness and stability
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self.current_gain = self.current_gain * (1.0 - adjustment_speed)
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+ (desired_gain * target_gain) * adjustment_speed;
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// Constrain gain within predefined limits
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// Ensure the calculated gain stays within the defined operational range
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self.current_gain = self.current_gain.clamp(0.1, self.absolute_max_gain);
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// Uncomment for debugging:
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// Output current gain value for monitoring and debugging purposes
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// Must be deleted before merge:
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println!("Current gain: {}", self.current_gain);
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// Apply calculated gain to the sample
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// Apply the computed gain to the input sample and return the result
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value.amplify(self.current_gain)
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})
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}
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@ -235,6 +235,21 @@ where
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}
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/// Applies automatic gain control to the sound.
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///
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/// Automatic Gain Control (AGC) adjusts the amplitude of the audio signal
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/// to maintain a consistent output level.
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///
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/// # Parameters
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///
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/// * `target_level`: The desired output level, typically between 0.9 and 1.0.
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/// This is the level that the AGC will try to maintain.
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///
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/// * `attack_time`: The time (in seconds) it takes for the AGC to respond to
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/// an increase in input level. A shorter attack time means faster response
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/// but may lead to more abrupt changes.
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///
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/// * `absolute_max_gain`: The maximum gain that can be applied to the signal.
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/// This prevents excessive amplification of quiet signals or background noise.
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#[inline]
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fn automatic_gain_control(
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self,
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