Updated comments, refactored logic & added more member functions for simplicity

This commit is contained in:
UnknownSuperficialNight 2024-09-27 10:35:44 +12:00
parent 85bfcbd40c
commit 625d0f27b5
2 changed files with 102 additions and 34 deletions

View file

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

View file

@ -235,6 +235,21 @@ where
}
/// Applies automatic gain control to the sound.
///
/// Automatic Gain Control (AGC) adjusts the amplitude of the audio signal
/// to maintain a consistent output level.
///
/// # Parameters
///
/// * `target_level`: The desired output level, typically between 0.9 and 1.0.
/// This is the level that the AGC will try to maintain.
///
/// * `attack_time`: The time (in seconds) it takes for the AGC to respond to
/// an increase in input level. A shorter attack time means faster response
/// but may lead to more abrupt changes.
///
/// * `absolute_max_gain`: The maximum gain that can be applied to the signal.
/// This prevents excessive amplification of quiet signals or background noise.
#[inline]
fn automatic_gain_control(
self,