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https://github.com/osukey/osukey.git
synced 2025-08-05 15:44:04 +09:00
Rewrite AudioFilter
to be easier to follow (and fix tests)
This commit is contained in:
@ -20,6 +20,8 @@ namespace osu.Game.Audio.Effects
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private readonly BQFParameters filter;
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private readonly BQFType type;
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private bool isAttached;
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private int cutoff;
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/// <summary>
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@ -33,10 +35,8 @@ namespace osu.Game.Audio.Effects
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if (value == cutoff)
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return;
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int oldValue = cutoff;
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cutoff = value;
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updateFilter(oldValue, cutoff);
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updateFilter(cutoff);
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}
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}
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@ -50,73 +50,58 @@ namespace osu.Game.Audio.Effects
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this.mixer = mixer;
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this.type = type;
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switch (type)
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{
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case BQFType.HighPass:
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cutoff = 1;
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break;
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case BQFType.LowPass:
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cutoff = MAX_LOWPASS_CUTOFF;
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break;
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default:
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cutoff = 500; // A default that should ensure audio remains audible for other filters.
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break;
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}
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filter = new BQFParameters
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{
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lFilter = type,
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fCenter = cutoff,
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fBandwidth = 0,
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fQ = 0.7f // This allows fCenter to go up to 22049hz (nyquist - 1hz) without overflowing and causing weird filter behaviour (see: https://www.un4seen.com/forum/?topic=19542.0)
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// This allows fCenter to go up to 22049hz (nyquist - 1hz) without overflowing and causing weird filter behaviour (see: https://www.un4seen.com/forum/?topic=19542.0)
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fQ = 0.7f
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};
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// Don't start attached if this is low-pass or high-pass filter (as they have special auto-attach/detach logic)
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if (type != BQFType.LowPass && type != BQFType.HighPass)
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attachFilter();
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Cutoff = getInitialCutoff(type);
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}
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private void attachFilter()
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private int getInitialCutoff(BQFType type)
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{
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Debug.Assert(!mixer.Effects.Contains(filter));
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mixer.Effects.Add(filter);
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}
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private void detachFilter()
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{
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Debug.Assert(mixer.Effects.Contains(filter));
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mixer.Effects.Remove(filter);
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}
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private void updateFilter(int oldValue, int newValue)
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{
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// Workaround for weird behaviour when rapidly setting fCenter of a low-pass filter to nyquist - 1hz.
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if (type == BQFType.LowPass)
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switch (type)
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{
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if (newValue >= MAX_LOWPASS_CUTOFF)
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{
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detachFilter();
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return;
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}
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case BQFType.HighPass:
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return 1;
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if (oldValue >= MAX_LOWPASS_CUTOFF)
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attachFilter();
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case BQFType.LowPass:
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return MAX_LOWPASS_CUTOFF;
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default:
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return 500; // A default that should ensure audio remains audible for other filters.
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}
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}
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private void updateFilter(int newValue)
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{
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switch (type)
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{
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case BQFType.LowPass:
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// Workaround for weird behaviour when rapidly setting fCenter of a low-pass filter to nyquist - 1hz.
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if (newValue >= MAX_LOWPASS_CUTOFF)
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{
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ensureDetached();
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return;
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}
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break;
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// Workaround for weird behaviour when rapidly setting fCenter of a high-pass filter to 1hz.
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case BQFType.HighPass:
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if (newValue <= 1)
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{
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ensureDetached();
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return;
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}
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break;
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}
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// Workaround for weird behaviour when rapidly setting fCenter of a high-pass filter to 1hz.
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if (type == BQFType.HighPass)
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{
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if (newValue <= 1)
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{
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detachFilter();
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return;
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}
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if (oldValue <= 1)
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attachFilter();
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}
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ensureAttached();
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var filterIndex = mixer.Effects.IndexOf(filter);
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@ -131,12 +116,30 @@ namespace osu.Game.Audio.Effects
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}
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}
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private void ensureAttached()
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{
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if (isAttached)
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return;
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Debug.Assert(!mixer.Effects.Contains(filter));
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mixer.Effects.Add(filter);
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isAttached = true;
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}
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private void ensureDetached()
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{
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if (!isAttached)
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return;
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Debug.Assert(mixer.Effects.Contains(filter));
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mixer.Effects.Remove(filter);
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isAttached = false;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (mixer.Effects.Contains(filter))
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detachFilter();
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ensureDetached();
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}
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}
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}
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