Пример #1
0
		// Constructor, sets the {@link Decoder}, the sample window size and the
		// hop size for the spectra returned. Say the sample window size is 1024
		// samples. To get an overlapp of 50% you specify a hop size of 512 samples,
		// for 25% overlap you specify a hopsize of 256 and so on. Hop sizes are of
		// course not limited to powers of 2.
		// 
		// @param decoder The decoder to get the samples from.
		// @param sampleWindowSize The sample window size.
		// @param hopSize The hop size.
		// @param useHamming Wheter to use hamming smoothing or not.
		public SpectrumProvider(ISampleProvider decoder, int sampleWindowSize, int hopSize, bool useHamming)
		{
			if(decoder == null)
				throw new ArgumentException("Decoder must be != null");

			if(sampleWindowSize <= 0)
				throw new ArgumentException("Sample window size must be > 0");
			if(hopSize <= 0)
				throw new ArgumentException("Hop size must be > 0");

			if(sampleWindowSize < hopSize)
				throw new ArgumentException("Hop size must be <= sampleSize");


			this.decoder = decoder;
			this.samples = new float[sampleWindowSize];
			this.nextSamples = new float[sampleWindowSize];
			this.tempSamples = new float[sampleWindowSize];
			this.hopSize = hopSize;
			fft = new FFT(sampleWindowSize, 44100);

			// calculate averages based on a miminum octave width of 22 Hz
			// split each octave into three bands
			// this should result in 30 averages
			//fft.LogAverages(22, 3);
			
			if(useHamming)
				fft.Window(FFT.HAMMING);

			decoder.Read(samples, 0, samples.Length);
			decoder.Read(nextSamples, 0, nextSamples.Length);
		}
Пример #2
0
        public int Read(float[] buffer, int offset, int count)
        {
            if (_playbackRate.Equals(0)) // play silence
            {
                for (int n = 0; n < count; n++)
                {
                    buffer[offset++] = 0;
                }

                return(count);
            }

            if (_repositionRequested)
            {
                _soundTouch.Clear();
                _repositionRequested = false;
            }

            int  samplesRead        = 0;
            bool reachedEndOfSource = false;

            while (samplesRead < count)
            {
                if (_soundTouch.NumberOfSamplesAvailable == 0)
                {
                    var readFromSource = _sourceProvider.Read(_sourceReadBuffer, 0, _sourceReadBuffer.Length);
                    if (readFromSource > 0)
                    {
                        _soundTouch.PutSamples(_sourceReadBuffer, readFromSource / _channelCount);
                    }
                    else
                    {
                        reachedEndOfSource = true;
                        // we've reached the end, tell SoundTouch we're done
                        _soundTouch.Flush();
                    }
                }

                var desiredSampleFrames = (count - samplesRead) / _channelCount;

                var received = _soundTouch.ReceiveSamples(_soundTouchReadBuffer, desiredSampleFrames) * _channelCount;
                // use loop instead of Array.Copy due to WaveBuffer
                for (int n = 0; n < received; n++)
                {
                    buffer[offset + samplesRead++] = _soundTouchReadBuffer[n];
                }

                if (received == 0 && reachedEndOfSource)
                {
                    break;
                }
            }
            return(samplesRead);
        }
        public int Read(float[] buffer, int offset, int count)
        {
            var samplesRead = source.Read(buffer, offset, count);

            for (int n = 0; n < samplesRead; n += channels)
            {
                Add(buffer[n + offset]);
            }

            return(samplesRead);
        }
        /// <summary>
        /// Reads from this sample provider
        /// </summary>
        public int Read(float[] buffer, int offset, int count)
        {
            float[] inBuffer;
            int     inBufferOffset;
            int     framesRequested = count / channels;
            int     inNeeded        = resampler.ResamplePrepare(framesRequested, outFormat.Channels, out inBuffer, out inBufferOffset);
            int     inAvailable     = source.Read(inBuffer, inBufferOffset, inNeeded * channels) / channels;
            int     outAvailable    = resampler.ResampleOut(buffer, offset, inAvailable, framesRequested, channels);

            return(outAvailable * channels);
        }
        public static void AssertReadsExpected(this ISampleProvider sampleProvider, float[] expected, int readSize)
        {
            float[] buffer = new float[readSize];
            var     read   = sampleProvider.Read(buffer, 0, expected.Length);

            Assert.AreEqual(expected.Length, read, "Number of samples read");
            for (int n = 0; n < read; n++)
            {
                Assert.AreEqual(expected[n], buffer[n], String.Format("Buffer at index {0}", n));
            }
        }
Пример #6
0
        public int Read(float[] buffer, int offset, int count)
        {
            lock (FftQueue)
            {
                float[] buf = new float[count];
                Array.Copy(buffer, offset, buf, 0, count);
                FftQueue.Enqueue(buf);
            }

            return(sampleProvider.Read(buffer, offset, count));
        }
        public int Read(float[] buffer, int offset, int count)
        {
            var read =
                fuente.Read(buffer, offset, count);

            for (int i = 0; i < read; i++)
            {
                buffer[offset + i] *= volume;
            }
            return(read);
        }
Пример #8
0
        private void ExecuteWhenStateTransitionsToCrossFade(float[] buffer, int sampleCount)
        {
            fadeState = FadeState.FullVolume;

            if (!_nondivisibleFlag)
            {
                var time = bytesRead * 1000 / source.WaveFormat.SampleRate * source.WaveFormat.Channels;
                source = source.Skip(TimeSpan.FromMilliseconds(timetoSkip + time));
            }
            else
            {
                var tempBuffer = new float[copyofOffsetSamples];
                source = source.Skip(TimeSpan.FromMilliseconds(timetoSkip));

                try
                {
                    source.Read(tempBuffer, 0, copyofOffsetSamples);
                }
                catch { }

                var mod = bytesRead % sampleCount;
                if (mod == 0)
                {
                    var times = bytesRead / sampleCount;
                    for (int count = 0; count < times; count++)
                    {
                        source.Read(buffer, 0, sampleCount);
                    }
                }
                else
                {
                    // for wasapi exlusive and non-exclusive mode
                    while (bytesRead > sampleCount)
                    {
                        source.Read(buffer, 0, sampleCount);
                        bytesRead -= sampleCount;
                    }
                    source.Read(buffer, 0, bytesRead);
                }
            }
        }
Пример #9
0
 /// <summary>
 /// Reads samples from this sample provider
 /// </summary>
 /// <param name="buffer">Sample buffer</param>
 /// <param name="offset">Offset into sample buffer</param>
 /// <param name="sampleCount">Number of samples desired</param>
 /// <returns>Number of samples read</returns>
 public int Read(float[] buffer, int offset, int sampleCount)
 {
     int samplesRead = source.Read(buffer, offset, sampleCount);
     if (Volume != 1f)
     {
         for (int n = 0; n < sampleCount; n++)
         {
             buffer[offset + n] *= Volume;
         }
     }
     return samplesRead;
 }
Пример #10
0
        public int Read(float[] buffer, int offset, int count)
        {
            var read = fuente.Read(buffer, offset, count);

            for (int i = 0; i < read; i++)
            {
                //Efecto
                buffer[offset + i] *= Factor;
            }

            return(read);
        }
Пример #11
0
        public int Read(float[] buffer, int offset, int count)
        {
            int read = fuente.Read(buffer, offset, count);

            // Aplicar el efecto
            for (int i = 0; i < read; i++)
            {
                buffer[i + offset] *= volumen;
            }

            return(read);
        }
Пример #12
0
        public SampleBuffer(string filename)
        {
            _reader         = new WaveFileReader(filename);
            Count           = (int)_reader.SampleCount;
            SampleRate      = _reader.WaveFormat.SampleRate;
            Length          = TimeSpan.FromSeconds((double)Count / SampleRate);
            _sampleProvider = _reader.ToSampleProvider().ToMono();

            _chunk1 = new Chunk
            {
                Buffer = new float[ChunkSize],
                Offset = 0
            };
            _sampleProvider.Read(_chunk1.Buffer, 0, ChunkSize);
            _chunk2 = new Chunk
            {
                Buffer = new float[ChunkSize],
                Offset = ChunkSize
            };
            _sampleProvider.Read(_chunk2.Buffer, 0, ChunkSize);
        }
Пример #13
0
        public int Read(float[] buffer, int offset, int count)
        {
            int result = _sampleProvider.Read(buffer, offset, count);

            // Apply the filter
            for (int i = 0; i < result; ++i)
            {
                buffer[i] = _filter.Transform(buffer[i]);
            }

            return(result);
        }
Пример #14
0
        /// <summary>Reads `count` samples from the input and writes them into `buffer`. Will block as long as it takes for the input to buffer the requested number of samples.</summary>
        /// <param name="buffer">The output array to write the read samples to.</param>
        /// <param name="count">The number of samples to read.</param>
        /// <returns>The number of samples that have been read. Will always equal `count` except when `StopWaiting()` has been called,in which case `Read()` returns `0`.</returns>
        public int Read(float[] buffer, int count)
        {
            while (source.WaitForSamples(count))
            {
                if (stopRequested)
                {
                    return(0);
                }
            }

            return(samples.Read(buffer, 0, count));
        }
Пример #15
0
        public int Read(float[] buffer, int offset, int count)
        {
            int sourceSamplesRequired = count;
            int outIndex = offset;

            EnsureSourceBuffer(sourceSamplesRequired);
            int sourceSamplesRead = source.Read(sourceBuffer, 0, sourceSamplesRequired);

            int sourceSamplesWritten = Math.Min(sourceSamplesRead, (reverbBuffer.Length - revw));

            Array.Copy(sourceBuffer, 0, reverbBuffer, revw, sourceSamplesWritten);
            revw += sourceSamplesWritten;
            if (revw >= reverbBuffer.Length)
            {
                revw = sourceSamplesRead - sourceSamplesWritten;
                Array.Copy(sourceBuffer, sourceSamplesWritten, reverbBuffer, 0, sourceSamplesRead - sourceSamplesWritten);
            }
            for (int n = 0; n < sourceSamplesRead; n += channels)
            {
                for (int c = 0; c < channels; c++)
                {
                    buffer[outIndex++] = sourceBuffer[n + c];
                }
            }
            for (int ch = 0; ch < rev.Length; ch++)
            {
                double boost = (Loopstream.LSSettings.singleton.reverbP / 100.0);
                for (int ri = 0; ri < rev[ch].Length; ri++)
                {
                    outIndex -= sourceSamplesRead;
                    for (int n = 0; n < sourceSamplesRead; n += channels)
                    {
                        try
                        {
                            if (rev[ch][ri] >= reverbBuffer.Length - ch)
                            {
                                rev[ch][ri] -= reverbBuffer.Length;
                            }
                            buffer[outIndex + ch] += (float)(reverbBuffer[rev[ch][ri] + ch] * boost);
                            outIndex    += channels;
                            rev[ch][ri] += channels;
                        }
                        catch (Exception ex)
                        {
                            System.Windows.Forms.MessageBox.Show("buffer " + (outIndex + ch) + " of " + buffer.Length + ", reverb " + (rev[ch][ri] + ch) + " of " + reverbBuffer.Length + " (" + ch + "/" + ri + ")");
                        }
                    }
                    boost *= (Loopstream.LSSettings.singleton.reverbS / 100.0);
                }
            }
            return(sourceSamplesRead);
        }
Пример #16
0
        /// <summary>
        /// Read from this sample provider
        /// </summary>
        public int Read(float[] buffer, int offset, int count)
        {
            int sampRead = sourceStream.Read(buffer, offset, count);

            // ReSharper disable once CompareOfFloatsByEqualityOperator
            if (pitch == 1f)
            {
                //Nothing to do.
                return(sampRead);
            }
            if (waveFormat.Channels == 1)
            {
                var mono  = new float[sampRead];
                var index = 0;
                for (var sample = offset; sample <= sampRead + offset - 1; sample++)
                {
                    mono[index] = buffer[sample];
                    index      += 1;
                }
                shifterLeft.PitchShift(pitch, sampRead, fftSize, osamp, waveFormat.SampleRate, mono);
                index = 0;
                for (var sample = offset; sample <= sampRead + offset - 1; sample++)
                {
                    buffer[sample] = Limiter(mono[index]);
                    index         += 1;
                }
                return(sampRead);
            }
            if (waveFormat.Channels == 2)
            {
                var left  = new float[(sampRead >> 1)];
                var right = new float[(sampRead >> 1)];
                var index = 0;
                for (var sample = offset; sample <= sampRead + offset - 1; sample += 2)
                {
                    left[index]  = buffer[sample];
                    right[index] = buffer[sample + 1];
                    index       += 1;
                }
                shifterLeft.PitchShift(pitch, sampRead >> 1, fftSize, osamp, waveFormat.SampleRate, left);
                shifterRight.PitchShift(pitch, sampRead >> 1, fftSize, osamp, waveFormat.SampleRate, right);
                index = 0;
                for (var sample = offset; sample <= sampRead + offset - 1; sample += 2)
                {
                    buffer[sample]     = Limiter(left[index]);
                    buffer[sample + 1] = Limiter(right[index]);
                    index += 1;
                }
                return(sampRead);
            }
            throw new Exception("Shifting of more than 2 channels is currently not supported.");
        }
        public int Read(float[] buffer, int offset, int count)
        {
            int read = fuente.Read(buffer, offset, count);

            //Aplicar el efecto
            //procesamiento
            for (int i = 0; i < read; i++)
            {
                buffer[i + offset] *= volumen;
            }
            //la variable buffer modificada es la salida
            return(read);
        }
Пример #18
0
        //en el buffer se tienen que recibir todas las muestras, el count para contarlas y el offset por si hay algun desface
        public int Read(float[] buffer, int offset, int count)
        {
            var read = fuente.Read(buffer, offset, count);

            //se recorren las muestras leidas (estan guardadas en read
            for (int i = 0; i < read; i++)
            {
                //se modifica el buffer en la posicion offset + i porque todavia no se termina de trabajar en todas las muestras, asi que se pueden dejar algunas sin trabajar en caso de que se necesite
                buffer[offset + i] *= volume;
            }
            //Se regresan el numero de muestras que se leyeron
            return(read);
        }
Пример #19
0
 public int Read(float[] buffer, int offset, int count)
 {
     if (!IsPlaying)
     {
         Array.Clear(buffer, offset, count);
         return(count);
     }
     else
     {
         var c = _resampled.Read(buffer, offset, count);
         return(c);
     }
 }
Пример #20
0
        /*  Los valores del búffer irán directamente a la salida, el offset es para aplicar desfaces
         *  y count representa el número de muestras */
        public int Read(float[] buffer, int offset, int count)
        {
            var read = fuente.Read(buffer, offset, count);

            // Recorremos las muestras leídas para aplicar el efecto deseado
            for (int i = 0; i < read; i++)
            {
                // En caso de ocupar un offset, se considera sumandoselo a la variable 'i'
                buffer[offset + i] *= volume;
            }

            return(read);
        }
Пример #21
0
        public static CachedSound FromSampleProvider(ISampleProvider sampleProvider)
        {
            var readBuffer = new float[sampleProvider.WaveFormat.SampleRate * sampleProvider.WaveFormat.Channels];
            var data       = new List <float>(readBuffer.Length / 4);

            int samplesRead;

            while ((samplesRead = sampleProvider.Read(readBuffer, 0, readBuffer.Length)) > 0)
            {
                data.AddRange(readBuffer.Take(samplesRead));
            }

            return(new CachedSound(data.ToArray(), sampleProvider.WaveFormat));
        }
Пример #22
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        public int Read(float[] buffer, int offset, int count)
        {
            int samplesRead = _sourceProvider.Read(buffer, offset, count);

            foreach (var filter in _filters)
            {
                for (int i = 0; i < samplesRead; i++)
                {
                    buffer[offset + i] = filter[(i % _sourceProvider.WaveFormat.Channels)].Transform(buffer[offset + i]);
                }
            }

            return(samplesRead);
        }
Пример #23
0
        /// <summary>
        /// Reads audio from this sample provider
        /// </summary>
        public int Read(float[] buffer, int offset, int count)
        {
            if (adsr.State == EnvelopeGenerator.EnvelopeState.Idle)
            {
                return(0);                                                    // we've finished
            }
            var samples = source.Read(buffer, offset, count);

            for (int n = 0; n < samples; n++)
            {
                buffer[offset++] *= adsr.Process();
            }
            return(samples);
        }
Пример #24
0
        private void CalculateAv()
        {
            if (filePath == null)
            {
                return;
            }
            // Calculate average ZCR and STE for 1-second window
            using (WaveFileReader reader = new WaveFileReader(filePath))
            {
                ISampleProvider sampleProvider = reader.ToSampleProvider();
                List <double>   zcrPerSecond   = new List <double>();

                // One second window
                int     windowSizeFloats = sampleProvider.WaveFormat.AverageBytesPerSecond / sizeof(float);
                float[] buffer           = new float[windowSizeFloats];
                avZcr = 0;
                avSte = 0;
                int windowsCount = 0;
                while (true)
                {
                    int samplesRead = sampleProvider.Read(buffer, 0, windowSizeFloats);
                    if (samplesRead <= 0)
                    {
                        break;
                    }

                    // Calculate ZCR in window
                    double sum = 0;
                    for (int i = 1; i < samplesRead; i++)
                    {
                        sum += Math.Abs(Math.Sign(buffer[i]) - Math.Sign(buffer[i - 1]));
                    }
                    double value = sum * sampleProvider.WaveFormat.SampleRate / (2.0 * samplesRead);
                    avZcr += value;

                    // Calculate STE in window
                    sum = 0;
                    for (int i = 0; i < samplesRead; i++)
                    {
                        sum += buffer[i] * buffer[i];
                    }
                    value  = sum / samplesRead;
                    avSte += value;

                    windowsCount++;
                }
                avZcr /= (double)windowsCount;
                avSte /= (double)windowsCount;
            }
        }
        public int Read(float[] buffer, int offset, int count)
        {
            if (_isDisposed)
            {
                return(0);
            }
            var read = _provider.Read(buffer, offset, count);

            if (read == 0)
            {
                Dispose();
            }
            return(read);
        }
Пример #26
0
        public int Read(float[] buffer, int offset, int count)
        {
            var samples = _source.Read(buffer, offset, count);

            if (Width > 0.0f)
            {
                for (int i = 0; i < samples; i++)
                {
                    buffer[offset + i] = Process(buffer[offset + i]);
                }
            }

            return(samples);
        }
Пример #27
0
    public void ReadChunk(ISampleProvider sampleProvider)
    {
        if (sampleProvider.Read(WindowRing, WindowRingPos, CHUNK_SIZE) != CHUNK_SIZE)
        {
            throw new Exception();
        }

        ProcessedSamples += CHUNK_SIZE;

        if (ProcessedSamples >= WINDOW_SIZE)
        {
            AddStripe();
        }
    }
        public int Read(float[] buffer, int offset, int sampleCount)
        {
            var samplesRead = _source.Read(buffer, offset, sampleCount);

            if (_globalSettings.ProfileSettingsStore.GetClientSettingBool(ProfileSettingsKeys.RadioEffects))
            {
                if (samplesRead > 0)
                {
                    for (var n = 0; n < sampleCount; n++)
                    {
                        var audio = (double)buffer[offset + n];
                        if (audio != 0)
                        // because we have silence in one channel (if a user picks radio left or right ear) we don't want to transform it or it'll play in both
                        {
                            if (_globalSettings.ProfileSettingsStore.GetClientSettingBool(ProfileSettingsKeys.RadioEffectsClipping))
                            {
                                if (audio > CLIPPING_MAX)
                                {
                                    audio = CLIPPING_MAX;
                                }
                                else if (audio < CLIPPING_MIN)
                                {
                                    audio = CLIPPING_MIN;
                                }
                            }

                            for (int i = 0; i < _filters.Length; i++)
                            {
                                var filter = _filters[i];
                                audio = filter.ProcessSample(audio);

                                if (double.IsNaN(audio))
                                {
                                    audio = buffer[offset + n];
                                }
                            }


                            buffer[offset + n] = (float)audio;
                        }
                    }
                }
            }


            //   Console.WriteLine("Read:"+samplesRead+" Time - " + _stopwatch.ElapsedMilliseconds);
            //     _stopwatch.Restart();
//
            return(samplesRead);
        }
 public int Read(float[] buffer, int offset, int count)
 {
     if ((buffer == null) || (buffer.Length < (offset + count)))
     {
         throw new ArgumentException(I18NString.Lookup("Audio_SoundFX_IncompleteBuffer"));
     }
     float[] iBuffer = new float[WaveFormat.Channels];
     for (int x = 0; x < count; x++)
     {
         int read = source.Read(iBuffer, 0, WaveFormat.Channels);
         if (read == 0)
         {
             return(x);
         }
         int totalRead = read;
         while (totalRead < WaveFormat.Channels)
         {
             // Make sure we fully read a complete set of channel signals (unless the stream ends)
             read = source.Read(iBuffer, totalRead, WaveFormat.Channels - totalRead);
             if (read == 0)
             {
                 totalRead = WaveFormat.Channels;
             }
             else
             {
                 totalRead += read;
             }
         }
         double mixed = 0.0;
         for (int y = 0; y < totalRead; y++)
         {
             mixed += iBuffer[y];
         }
         buffer[offset + x] = (float)(mixed / WaveFormat.Channels);
     }
     return(count);
 }
Пример #30
0
        public void PopulateBitmapCache(TimelineEvent x)
        {
            if (x.Action == TimelineEventAction.PlayMp3 && !WaveBitmaps.ContainsKey(x.Parameter))
            {
                var    reader     = new Mp3FileReader(x.Parameter);
                var    width      = ((double)reader.Length / samplesPerPixel);
                var    widthFloor = (int)Math.Floor(width);
                Bitmap b          = new Bitmap(widthFloor, 32, PixelFormat.Format16bppRgb555);
                using (Graphics g = Graphics.FromImage(b))
                {
                    g.Clear(Color.White);

                    ISampleProvider m      = reader.ToSampleProvider();
                    float[]         buffer = new float[reader.Length / 2];
                    m.Read(buffer, 0, buffer.Length);

                    var binCt         = b.Width;
                    var bins          = new float[binCt];
                    var samplesPerBin = (float)buffer.Length / binCt;

                    for (int i = 0; i < buffer.Length; i++)
                    {
                        var bin = (int)(Math.Floor(i / (samplesPerBin + 1)));
                        if (bins[bin] < buffer[i])
                        {
                            bins[bin] = buffer[i];
                        }
                    }

                    for (int i = 0; i < binCt; i++)
                    {
                        var centre         = b.Height / 2;
                        var scaledBinValue = bins[i] * centre;
                        g.DrawLine(Pens.Black, i, centre - scaledBinValue, i, centre + scaledBinValue);
                    }
                    Bitmap c = new Bitmap(b.Width, b.Height, PixelFormat.Format1bppIndexed);
                    c.Palette.Entries[0] = Color.DarkGray;
                    c = b.Clone(new Rectangle(0, 0, b.Width, b.Height), PixelFormat.Format1bppIndexed);

                    WaveBitmaps.Add(x.Parameter, c);
                    b.Dispose();
                    WaveBitmapDurations.Add(x.Parameter, (float)reader.Length / (reader.WaveFormat.SampleRate * (reader.WaveFormat.BitsPerSample / 8) * reader.WaveFormat.Channels));

                    reader.Close();
                    reader.Dispose();
                }
            }
            GC.Collect(2);
        }
        /// <summary>
        /// Reads samples from this sample provider
        /// </summary>
        /// <param name="buffer">Sample buffer</param>
        /// <param name="offset">Offset into sample buffer</param>
        /// <param name="sampleCount">Number of samples desired</param>
        /// <returns>Number of samples read</returns>
        public int Read(float[] buffer, int offset, int sampleCount)
        {
            int samplesRead = source.Read(buffer, offset, sampleCount);

            if (Volume != 1f)
            {
                rampGain.CalculateGainStepDelta(sampleCount);
                for (int n = 0; n < sampleCount; n++)
                {
                    buffer[offset + n] *= (float)rampGain.CurrentGain;
                    rampGain.CalculateNextGain();
                }
            }
            return(samplesRead);
        }
Пример #32
0
        public void Read(ISampleProvider waveSampleProvider, FFTCalculated FFTCalculated)
        {
            float[] dummyFftArray = new float[fftBufferLength];
            var dummyFftArrayLength = waveSampleProvider.Read(dummyFftArray, 0, fftBufferLength);

            for (int i = 0; i < dummyFftArrayLength; i += channels) {
                fftBuffer[fftBufferCurPossition].X = (float)(dummyFftArray[i] * FastFourierTransform.HammingWindow(fftBufferCurPossition, fftBufferLength));
                fftBuffer[fftBufferCurPossition].Y = 0;
                fftBufferCurPossition++;
                if (fftBufferCurPossition >= fftBufferLength) {
                    fftBufferCurPossition = 0;
                    // 1024 = 2^10
                    FastFourierTransform.FFT(true, m, fftBuffer);
                    FFTCalculated(fftBuffer);
                }
            }
        }