Steve Daulton's BassTreble replacement of BassBoost

This commit is contained in:
v.audacity 2013-01-01 01:59:02 +00:00
parent ace51b612b
commit ace1a1c16c
6 changed files with 445 additions and 3 deletions

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@ -151,7 +151,7 @@ OBJS = \
effects/LoadEffects.o \
effects/Amplify.o \
effects/AutoDuck.o \
effects/BassBoost.o \
effects/BassTreble.o \
effects/ChangePitch.o \
effects/ChangeSpeed.o \
effects/ChangeTempo.o \

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@ -3,6 +3,8 @@
Audacity: A Digital Audio Editor
BassBoost.cpp
<As of 2012-12-31, this is deprecated in favor of BassTreble.*.
Retained in code repository for reference.>
Effect programming:
Nasca Octavian Paul

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@ -3,6 +3,8 @@
Audacity: A Digital Audio Editor
Bass Boost
<As of 2012-12-31, this is deprecated in favor of BassTreble.*.
Retained in code repository for reference.>
Effect programming:
Nasca Octavian Paul

317
src/effects/BassTreble.cpp Normal file
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@ -0,0 +1,317 @@
/**********************************************************************
Audacity: A Digital Audio Editor
Audacity(R) is copyright (c) 1999-2013 Audacity Team.
License: GPL v2. See License.txt.
BassTreble.cpp
Steve Daulton
******************************************************************//**
\class EffectBassTreble
\brief An EffectSimpleMono, high shelf and low shelf filters,
derived from BassBoost by Nasca Octavian Paul
*//****************************************************************//**
\class BassTrebleDialog
\brief Dialog for EffectBassTreble
*//*******************************************************************/
#include "../Audacity.h"
#include "BassTreble.h"
#include "../WaveTrack.h"
#include <wx/button.h>
#include <wx/msgdlg.h>
#include <wx/sizer.h>
#include <wx/stattext.h>
#include <wx/textctrl.h>
#include <wx/valtext.h>
#include <math.h>
//
// EffectBassTreble
//
EffectBassTreble::EffectBassTreble()
{
dB_bass = 0;
dB_treble = 0;
dB_gain = 0;
}
wxString EffectBassTreble::GetEffectDescription() {
// Note: This is useful only after values have been set.
return wxString::Format(_("Applied effect: %s bass = %.0f dB, treble = %.0f dB, gain = %.0f dB"),
this->GetEffectName().c_str(), dB_bass, dB_treble, dB_gain);
}
bool EffectBassTreble::NewTrackSimpleMono()
{
Pi = 4 * atan(1.0);
Slope = 0.4; // same slope for both filters
//(re)initialise filter parameters for low shelf
xn1Bass=0;
xn2Bass=0;
yn1Bass=0;
yn2Bass=0;
xn1Treble=0;
xn2Treble=0;
yn1Treble=0;
yn2Treble=0;
// Compute coefficents of the low shelf biquand IIR filter
wBass = 2 * Pi * 250 / mCurRate; // half gain frequency 250 Hz
swBass = sin(wBass);
cwBass = cos(wBass);
aBass = exp(log(10.0) * dB_bass / 40);
bBass = sqrt((aBass * aBass + 1) / Slope - (pow((aBass - 1), 2)));
// Coefficients for low shelf
b0Bass = aBass * ((aBass + 1) - (aBass - 1) * cwBass + bBass * swBass);
b1Bass = 2 * aBass * ((aBass - 1) - (aBass + 1) * cwBass);
b2Bass = aBass * ((aBass + 1) - (aBass - 1) * cwBass - bBass * swBass);
a0Bass = ((aBass + 1) + (aBass - 1) * cwBass + bBass * swBass);
a1Bass = -2 * ((aBass - 1) + (aBass + 1) * cwBass);
a2Bass = (aBass + 1) + (aBass - 1) * cwBass - bBass * swBass;
// Compute coefficents of the high shelf biquand IIR filter
wTreble = 2 * Pi * 4000 / mCurRate; // half gain frequency 4000 Hz
swTreble = sin(wTreble);
cwTreble = cos(wTreble);
aTreble = exp(log(10.0) * dB_treble / 40);
bTreble = sqrt((aTreble * aTreble + 1) / Slope - (pow((aTreble - 1), 2)));
// Coefficients for high shelf
b0Treble = aTreble * ((aTreble + 1) + (aTreble - 1) * cwTreble + bTreble * swTreble);
b1Treble = -2 * aTreble * ((aTreble - 1) + (aTreble + 1) * cwTreble);
b2Treble = aTreble * ((aTreble + 1) + (aTreble - 1) * cwTreble - bTreble * swTreble);
a0Treble = ((aTreble + 1) - (aTreble - 1) * cwTreble + bTreble * swTreble);
a1Treble = 2 * ((aTreble - 1) - (aTreble + 1) * cwTreble);
a2Treble = (aTreble + 1) - (aTreble - 1) * cwTreble - bTreble * swTreble;
return true;
}
bool EffectBassTreble::PromptUser()
{
BassTrebleDialog dlog(this, mParent);
dlog.bass = dB_bass;
dlog.treble = dB_treble;
dlog.gain = dB_gain;
dlog.TransferDataToWindow();
dlog.CentreOnParent();
dlog.ShowModal();
if (dlog.GetReturnCode() == wxID_CANCEL)
return false;
dB_bass = dlog.bass;
dB_treble = dlog.treble;
dB_gain = dlog.gain;
return true;
}
bool EffectBassTreble::TransferParameters( Shuttle & shuttle )
{
shuttle.TransferFloat(wxT("Bass"),dB_bass,0.0);
shuttle.TransferFloat(wxT("Treble"),dB_treble,0.0);
shuttle.TransferFloat(wxT("Gain"),dB_gain,0.0);
return true;
}
bool EffectBassTreble::ProcessSimpleMono(float *buffer, sampleCount len)
{
/* initialise the filter */
float out, in = 0;
for (int i = 0; i < len; i++) {
in = buffer[i];
// Bass filter
out = (b0Bass * in + b1Bass * xn1Bass + b2Bass * xn2Bass -
a1Bass * yn1Bass - a2Bass * yn2Bass) / a0Bass;
xn2Bass = xn1Bass;
xn1Bass = in;
yn2Bass = yn1Bass;
yn1Bass = out;
// Treble filter
in = out;
out = (b0Treble * in + b1Treble * xn1Treble + b2Treble * xn2Treble -
a1Treble * yn1Treble - a2Treble * yn2Treble) / a0Treble;
xn2Treble = xn1Treble;
xn1Treble = in;
yn2Treble = yn1Treble;
yn1Treble = out;
buffer[i] = pow(10.0, dB_gain / 20.0) * out;
}
return true;
}
//----------------------------------------------------------------------------
// BassTrebleDialog
//----------------------------------------------------------------------------
// Declare window functions
#define ID_BASS_TEXT 10001
#define ID_BASS_SLIDER 10002
#define ID_TREBLE_TEXT 10003
#define ID_TREBLE_SLIDER 10004
#define ID_GAIN_TEXT 10005
#define ID_GAIN_SLIDER 10006
// Declare ranges
#define BASS_MIN -15
#define BASS_MAX 15
#define TREBLE_MIN -15
#define TREBLE_MAX 15
#define GAIN_MIN -15
#define GAIN_MAX 15
BEGIN_EVENT_TABLE(BassTrebleDialog, EffectDialog)
EVT_SLIDER(ID_BASS_SLIDER, BassTrebleDialog::OnBassSlider)
EVT_SLIDER(ID_TREBLE_SLIDER, BassTrebleDialog::OnTrebleSlider)
EVT_SLIDER(ID_GAIN_SLIDER, BassTrebleDialog::OnGainSlider)
EVT_TEXT(ID_BASS_TEXT, BassTrebleDialog::OnBassText)
EVT_TEXT(ID_TREBLE_TEXT, BassTrebleDialog::OnTrebleText)
EVT_TEXT(ID_GAIN_TEXT, BassTrebleDialog::OnGainText)
EVT_BUTTON(ID_EFFECT_PREVIEW, BassTrebleDialog::OnPreview)
END_EVENT_TABLE()
BassTrebleDialog::BassTrebleDialog(EffectBassTreble *effect,
wxWindow * parent):
EffectDialog(parent, _("Bass and Treble"), PROCESS_EFFECT),
mEffect(effect)
{
Init();
}
void BassTrebleDialog::PopulateOrExchange(ShuttleGui & S)
{
wxTextValidator vld(wxFILTER_NUMERIC);
S.StartHorizontalLay(wxCENTER, false);
{
/* i18n-hint: Steve Daulton is a person's name.*/
S.AddTitle(_("by Steve Daulton"));
}
S.EndHorizontalLay();
S.StartHorizontalLay(wxCENTER, false);
{
// Add a little space
}
S.EndHorizontalLay();
S.StartMultiColumn(3, wxEXPAND);
S.SetStretchyCol(2);
{
// Bass control
mBassT = S.Id(ID_BASS_TEXT).AddTextBox(_("Bass (dB):"), wxT(""), 10);
mBassT->SetValidator(vld);
S.SetStyle(wxSL_HORIZONTAL);
mBassS = S.Id(ID_BASS_SLIDER).AddSlider(wxT(""), 0, BASS_MAX);
mBassS->SetName(_("Bass (dB)"));
mBassS->SetRange(BASS_MIN, BASS_MAX);
// Treble control
mTrebleT = S.Id(ID_TREBLE_TEXT).AddTextBox(_("Treble (dB):"), wxT(""), 10);
mTrebleT->SetValidator(vld);
S.SetStyle(wxSL_HORIZONTAL);
mTrebleS = S.Id(ID_TREBLE_SLIDER).AddSlider(wxT(""), 0, TREBLE_MAX);
mTrebleS->SetName(_("Treble (dB)"));
mTrebleS->SetRange(TREBLE_MIN, TREBLE_MAX);
// Gain control
mGainT = S.Id(ID_GAIN_TEXT).AddTextBox(_("Gain (dB):"), wxT(""), 10);
mGainT->SetValidator(vld);
S.SetStyle(wxSL_HORIZONTAL);
mGainS = S.Id(ID_GAIN_SLIDER).AddSlider(wxT(""), 0, GAIN_MAX);
mGainS->SetName(_("Gain (dB)"));
mGainS->SetRange(GAIN_MIN, GAIN_MAX);
}
S.EndMultiColumn();
return;
}
bool BassTrebleDialog::TransferDataToWindow()
{
mBassS->SetValue((int)bass);
mTrebleS->SetValue((int)treble);
mGainS->SetValue((int)gain);
mBassT->SetValue(wxString::Format(wxT("%d"), (int) bass));
mTrebleT->SetValue(wxString::Format(wxT("%d"), (int) treble));
mGainT->SetValue(wxString::Format(wxT("%d"), (int) gain));
return true;
}
bool BassTrebleDialog::TransferDataFromWindow()
{
bass = TrapLong(mBassS->GetValue(), BASS_MIN, BASS_MAX);
treble = TrapLong(mTrebleS->GetValue(), TREBLE_MIN, TREBLE_MAX);
gain = TrapLong(mGainS->GetValue(), GAIN_MIN, GAIN_MAX);
return true;
}
// handler implementations for BassTrebleDialog
void BassTrebleDialog::OnBassText(wxCommandEvent & event)
{
long val;
mBassT->GetValue().ToLong(&val);
mBassS->SetValue(TrapLong(val, BASS_MIN, BASS_MAX));
}
void BassTrebleDialog::OnTrebleText(wxCommandEvent & event)
{
long val;
mTrebleT->GetValue().ToLong(&val);
mTrebleS->SetValue(TrapLong(val, TREBLE_MIN, TREBLE_MAX));
}
void BassTrebleDialog::OnGainText(wxCommandEvent & event)
{
long val;
mGainT->GetValue().ToLong(&val);
mGainS->SetValue(TrapLong(val, GAIN_MIN, GAIN_MAX));
}
void BassTrebleDialog::OnBassSlider(wxCommandEvent & event)
{
mBassT->SetValue(wxString::Format(wxT("%d"), mBassS->GetValue()));
}
void BassTrebleDialog::OnTrebleSlider(wxCommandEvent & event)
{
mTrebleT->SetValue(wxString::Format(wxT("%d"), mTrebleS->GetValue()));
}
void BassTrebleDialog::OnGainSlider(wxCommandEvent & event)
{
mGainT->SetValue(wxString::Format(wxT("%d"), mGainS->GetValue()));
}
void BassTrebleDialog::OnPreview(wxCommandEvent & event)
{
TransferDataFromWindow();
mEffect->dB_bass = bass;
mEffect->dB_treble = treble;
mEffect->dB_gain = gain;
mEffect->Preview();
}

121
src/effects/BassTreble.h Normal file
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@ -0,0 +1,121 @@
/**********************************************************************
Audacity: A Digital Audio Editor
Audacity(R) is copyright (c) 1999-2013 Audacity Team.
License: GPL v2. See License.txt.
BassTreble.h (two shelf filters)
Steve Daulton
**********************************************************************/
#ifndef __AUDACITY_EFFECT_BASS_TREBLE__
#define __AUDACITY_EFFECT_BASS_TREBLE__
#include "SimpleMono.h"
#include <wx/dialog.h>
#include <wx/intl.h>
#include <wx/slider.h>
class wxSizer;
class wxTextCtrl;
class WaveTrack;
class EffectBassTreble:public EffectSimpleMono {
public:
EffectBassTreble();
virtual wxString GetEffectName() {
return wxString(_("Bass and Treble..."));
}
virtual std::set<wxString> GetEffectCategories() {
std::set<wxString> result;
result.insert(wxT("http://lv2plug.in/ns/lv2core#LowpassPlugin"));
return result;
}
virtual wxString GetEffectIdentifier() {
return wxString(wxT("Bass and Treble"));
}
virtual wxString GetEffectAction() {
return wxString(_("Adjusting Bass and Treble"));
}
// Useful only after PromptUser values have been set.
virtual wxString GetEffectDescription();
virtual bool PromptUser();
virtual bool TransferParameters( Shuttle & shuttle );
protected:
virtual bool NewTrackSimpleMono();
virtual bool ProcessSimpleMono(float *buffer, sampleCount len);
float dB_bass, dB_treble, dB_gain;
// filter parameters
float Pi, Slope;
// Low shelf
float xn1Bass, xn2Bass, yn1Bass, yn2Bass,
wBass, swBass, cwBass, aBass, bBass,
a0Bass, a1Bass, a2Bass, b0Bass, b1Bass, b2Bass;
// High shelf
float xn1Treble, xn2Treble, yn1Treble, yn2Treble,
wTreble, swTreble, cwTreble, aTreble, bTreble,
b0Treble, b1Treble, b2Treble, a0Treble, a1Treble, a2Treble;
friend class BassTrebleDialog;
};
// class declarations
//----------------------------------------------------------------------------
// BassTrebleDialog
//----------------------------------------------------------------------------
class BassTrebleDialog:public EffectDialog {
public:
// constructors and destructors
BassTrebleDialog(EffectBassTreble *effect, wxWindow * parent);
// method declarations for BassTrebleDialog
void PopulateOrExchange(ShuttleGui & S);
bool TransferDataToWindow();
bool TransferDataFromWindow();
private:
// handler declarations for BassTrebleDialog
void OnBassText(wxCommandEvent & event);
void OnTrebleText(wxCommandEvent & event);
void OnGainText(wxCommandEvent & event);
void OnBassSlider(wxCommandEvent & event);
void OnTrebleSlider(wxCommandEvent & event);
void OnGainSlider(wxCommandEvent & event);
void OnPreview(wxCommandEvent & event);
private:
wxSlider *mBassS;
wxSlider *mTrebleS;
wxSlider *mGainS;
wxTextCtrl *mBassT;
wxTextCtrl *mTrebleT;
wxTextCtrl *mGainT;
DECLARE_EVENT_TABLE()
public:
EffectBassTreble *mEffect;
float bass;
float treble;
float gain;
};
#endif

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@ -18,7 +18,7 @@
#include "Amplify.h"
// #include "AvcCompressor.h"
#include "AutoDuck.h"
#include "BassBoost.h"
#include "BassTreble.h"
#include "ChangeSpeed.h"
#include "ClickRemoval.h"
#include "Compressor.h"
@ -240,7 +240,7 @@ void LoadEffects()
// that it should be included in even the most basic of menus.
em.RegisterEffect(new EffectAutoDuck());
em.RegisterEffect(new EffectBassBoost());
em.RegisterEffect(new EffectBassTreble());
em.RegisterEffect(new EffectChangeSpeed());
#ifdef USE_SOUNDTOUCH
em.RegisterEffect(new EffectChangePitch());