Merge remote-tracking branch 'upstream/master' into smarter_textures

This commit is contained in:
Brad Davis 2017-03-14 15:57:25 -07:00
commit fc21c6bbd8
3 changed files with 68 additions and 62 deletions

View file

@ -1028,7 +1028,7 @@ void AudioClient::handleAudioInput() {
// if we performed the noise gate we can get values from it instead of enumerating the samples again
_lastInputLoudness = _inputGate.getLastLoudness();
if (_inputGate.clippedInLastFrame()) {
if (_inputGate.clippedInLastBlock()) {
_timeSinceLastClip = 0.0f;
}
@ -1049,10 +1049,9 @@ void AudioClient::handleAudioInput() {
emit inputReceived({ reinterpret_cast<char*>(networkAudioSamples), numNetworkBytes });
if (_inputGate.openedInLastFrame()) {
if (_inputGate.openedInLastBlock()) {
emit noiseGateOpened();
}
if (_inputGate.closedInLastFrame()) {
} else if (_inputGate.closedInLastBlock()) {
emit noiseGateClosed();
}
@ -1072,7 +1071,7 @@ void AudioClient::handleAudioInput() {
// the output from the input gate (eventually, this could be crossfaded)
// and allow the codec to properly encode down to silent/zero. If we still
// have _lastInputLoudness of 0 in our NEXT frame, we will send a silent packet
if (_lastInputLoudness == 0 && !_inputGate.closedInLastFrame()) {
if (_lastInputLoudness == 0 && !_inputGate.closedInLastBlock()) {
packetType = PacketType::SilentAudioFrame;
_silentOutbound.increment();
} else {

View file

@ -19,16 +19,16 @@
const float AudioNoiseGate::CLIPPING_THRESHOLD = 0.90f;
AudioNoiseGate::AudioNoiseGate() :
_inputFrameCounter(0),
_inputBlockCounter(0),
_lastLoudness(0.0f),
_quietestFrame(std::numeric_limits<float>::max()),
_loudestFrame(0.0f),
_didClipInLastFrame(false),
_quietestBlock(std::numeric_limits<float>::max()),
_loudestBlock(0.0f),
_didClipInLastBlock(false),
_dcOffset(0.0f),
_measuredFloor(0.0f),
_sampleCounter(0),
_isOpen(false),
_framesToClose(0)
_blocksToClose(0)
{
}
@ -37,7 +37,7 @@ void AudioNoiseGate::removeDCOffset(int16_t* samples, int numSamples) {
//
// DC Offset correction
//
// Measure the DC offset over a trailing number of frames, and remove it from the input signal.
// Measure the DC offset over a trailing number of blocks, and remove it from the input signal.
// This causes the noise background measurements and server muting to be more accurate. Many off-board
// ADC's have a noticeable DC offset.
//
@ -51,7 +51,7 @@ void AudioNoiseGate::removeDCOffset(int16_t* samples, int numSamples) {
// Update measured DC offset
measuredDcOffset /= numSamples;
if (_dcOffset == 0.0f) {
// On first frame, copy over measured offset
// On first block, copy over measured offset
_dcOffset = measuredDcOffset;
} else {
_dcOffset = DC_OFFSET_AVERAGING * _dcOffset + (1.0f - DC_OFFSET_AVERAGING) * measuredDcOffset;
@ -69,13 +69,13 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
//
// NOISE_GATE_HEIGHT: How loud you have to speak relative to noise background to open the gate.
// Make this value lower for more sensitivity and less rejection of noise.
// NOISE_GATE_WIDTH: The number of samples in an audio frame for which the height must be exceeded
// NOISE_GATE_WIDTH: The number of samples in an audio block for which the height must be exceeded
// to open the gate.
// NOISE_GATE_CLOSE_FRAME_DELAY: Once the noise is below the gate height for the frame, how many frames
// NOISE_GATE_CLOSE_BLOCK_DELAY: Once the noise is below the gate height for the block, how many blocks
// will we wait before closing the gate.
// NOISE_GATE_FRAMES_TO_AVERAGE: How many audio frames should we average together to compute noise floor.
// NOISE_GATE_BLOCKS_TO_AVERAGE: How many audio blocks should we average together to compute noise floor.
// More means better rejection but also can reject continuous things like singing.
// NUMBER_OF_NOISE_SAMPLE_FRAMES: How often should we re-evaluate the noise floor?
// NUMBER_OF_NOISE_SAMPLE_BLOCKS: How often should we re-evaluate the noise floor?
float loudness = 0;
int thisSample = 0;
@ -83,16 +83,16 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
const float NOISE_GATE_HEIGHT = 7.0f;
const int NOISE_GATE_WIDTH = 5;
const int NOISE_GATE_CLOSE_FRAME_DELAY = 5;
const int NOISE_GATE_FRAMES_TO_AVERAGE = 5;
const int NOISE_GATE_CLOSE_BLOCK_DELAY = 5;
const int NOISE_GATE_BLOCKS_TO_AVERAGE = 5;
// Check clipping, and check if should open noise gate
_didClipInLastFrame = false;
_didClipInLastBlock = false;
for (int i = 0; i < numSamples; i++) {
thisSample = std::abs(samples[i]);
if (thisSample >= ((float) AudioConstants::MAX_SAMPLE_VALUE * CLIPPING_THRESHOLD)) {
_didClipInLastFrame = true;
_didClipInLastBlock = true;
}
loudness += thisSample;
@ -104,61 +104,64 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
_lastLoudness = fabs(loudness / numSamples);
if (_quietestFrame > _lastLoudness) {
_quietestFrame = _lastLoudness;
if (_quietestBlock > _lastLoudness) {
_quietestBlock = _lastLoudness;
}
if (_loudestFrame < _lastLoudness) {
_loudestFrame = _lastLoudness;
if (_loudestBlock < _lastLoudness) {
_loudestBlock = _lastLoudness;
}
const int FRAMES_FOR_NOISE_DETECTION = 400;
if (_inputFrameCounter++ > FRAMES_FOR_NOISE_DETECTION) {
_quietestFrame = std::numeric_limits<float>::max();
_loudestFrame = 0.0f;
_inputFrameCounter = 0;
if (_inputBlockCounter++ > FRAMES_FOR_NOISE_DETECTION) {
_quietestBlock = std::numeric_limits<float>::max();
_loudestBlock = 0.0f;
_inputBlockCounter = 0;
}
// If Noise Gate is enabled, check and turn the gate on and off
float averageOfAllSampleFrames = 0.0f;
_sampleFrames[_sampleCounter++] = _lastLoudness;
if (_sampleCounter == NUMBER_OF_NOISE_SAMPLE_FRAMES) {
float averageOfAllSampleBlocks = 0.0f;
_sampleBlocks[_sampleCounter++] = _lastLoudness;
if (_sampleCounter == NUMBER_OF_NOISE_SAMPLE_BLOCKS) {
float smallestSample = std::numeric_limits<float>::max();
for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i += NOISE_GATE_FRAMES_TO_AVERAGE) {
for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_BLOCKS - NOISE_GATE_BLOCKS_TO_AVERAGE; i += NOISE_GATE_BLOCKS_TO_AVERAGE) {
float thisAverage = 0.0f;
for (int j = i; j < i + NOISE_GATE_FRAMES_TO_AVERAGE; j++) {
thisAverage += _sampleFrames[j];
averageOfAllSampleFrames += _sampleFrames[j];
for (int j = i; j < i + NOISE_GATE_BLOCKS_TO_AVERAGE; j++) {
thisAverage += _sampleBlocks[j];
averageOfAllSampleBlocks += _sampleBlocks[j];
}
thisAverage /= NOISE_GATE_FRAMES_TO_AVERAGE;
thisAverage /= NOISE_GATE_BLOCKS_TO_AVERAGE;
if (thisAverage < smallestSample) {
smallestSample = thisAverage;
}
}
averageOfAllSampleFrames /= NUMBER_OF_NOISE_SAMPLE_FRAMES;
averageOfAllSampleBlocks /= NUMBER_OF_NOISE_SAMPLE_BLOCKS;
_measuredFloor = smallestSample;
_sampleCounter = 0;
}
_closedInLastFrame = false;
_openedInLastFrame = false;
_closedInLastBlock = false;
_openedInLastBlock = false;
if (samplesOverNoiseGate > NOISE_GATE_WIDTH) {
_openedInLastFrame = !_isOpen;
_openedInLastBlock = !_isOpen;
_isOpen = true;
_framesToClose = NOISE_GATE_CLOSE_FRAME_DELAY;
_blocksToClose = NOISE_GATE_CLOSE_BLOCK_DELAY;
} else {
if (--_framesToClose == 0) {
_closedInLastFrame = _isOpen;
if (--_blocksToClose == 0) {
_closedInLastBlock = _isOpen;
_isOpen = false;
}
}
if (!_isOpen) {
if (_closedInLastFrame) {
// would be nice to do a little crossfade to silence
// First block after being closed gets faded to silence, we fade across
// the entire block on fading out. All subsequent blocks are muted by being slammed
// to zeros
if (_closedInLastBlock) {
float fadeSlope = (1.0f / numSamples);
for (int i = 0; i < numSamples; i++) {
float fadedSample = (1.0f - (float)i / (float)numSamples) * (float)samples[i];
float fadedSample = (1.0f - ((float)i * fadeSlope)) * (float)samples[i];
samples[i] = (int16_t)fadedSample;
}
} else {
@ -167,10 +170,14 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
_lastLoudness = 0;
}
if (_openedInLastFrame) {
// would be nice to do a little crossfade from silence
for (int i = 0; i < numSamples; i++) {
float fadedSample = ((float)i / (float)numSamples) * (float)samples[i];
if (_openedInLastBlock) {
// would be nice to do a little crossfade from silence, but we only want to fade
// across the first 1/10th of the block, because we don't want to miss early
// transients.
int fadeSamples = numSamples / 10; // fade over 1/10th of the samples
float fadeSlope = (1.0f / fadeSamples);
for (int i = 0; i < fadeSamples; i++) {
float fadedSample = (float)i * fadeSlope * (float)samples[i];
samples[i] = (int16_t)fadedSample;
}
}

View file

@ -14,7 +14,7 @@
#include <stdint.h>
const int NUMBER_OF_NOISE_SAMPLE_FRAMES = 300;
const int NUMBER_OF_NOISE_SAMPLE_BLOCKS = 300;
class AudioNoiseGate {
public:
@ -23,9 +23,9 @@ public:
void gateSamples(int16_t* samples, int numSamples);
void removeDCOffset(int16_t* samples, int numSamples);
bool clippedInLastFrame() const { return _didClipInLastFrame; }
bool closedInLastFrame() const { return _closedInLastFrame; }
bool openedInLastFrame() const { return _openedInLastFrame; }
bool clippedInLastBlock() const { return _didClipInLastBlock; }
bool closedInLastBlock() const { return _closedInLastBlock; }
bool openedInLastBlock() const { return _openedInLastBlock; }
bool isOpen() const { return _isOpen; }
float getMeasuredFloor() const { return _measuredFloor; }
float getLastLoudness() const { return _lastLoudness; }
@ -33,19 +33,19 @@ public:
static const float CLIPPING_THRESHOLD;
private:
int _inputFrameCounter;
int _inputBlockCounter;
float _lastLoudness;
float _quietestFrame;
float _loudestFrame;
bool _didClipInLastFrame;
float _quietestBlock;
float _loudestBlock;
bool _didClipInLastBlock;
float _dcOffset;
float _measuredFloor;
float _sampleFrames[NUMBER_OF_NOISE_SAMPLE_FRAMES];
float _sampleBlocks[NUMBER_OF_NOISE_SAMPLE_BLOCKS];
int _sampleCounter;
bool _isOpen;
bool _closedInLastFrame { false };
bool _openedInLastFrame { false };
int _framesToClose;
bool _closedInLastBlock { false };
bool _openedInLastBlock { false };
int _blocksToClose;
};
#endif // hifi_AudioNoiseGate_h