Пример #1
0
        protected IWaveSource CutWaveSource(IWaveSource source)
        {
            // ReSharper disable CompareOfFloatsByEqualityOperator
            if (StartTime == 0 && EndTime == 0)
            {
                return(source);
            }

            var startTime = TimeSpan.FromMilliseconds(StartTime);
            var endTime   = TimeSpan.FromMilliseconds(EndTime);

            return(source.AppendSource(x => new CutSource(x, startTime, endTime - startTime)));
        }
Пример #2
0
        protected IWaveSource CutWaveSource(IWaveSource source)
        {
            try
            {
                // ReSharper disable CompareOfFloatsByEqualityOperator
                if (StartTime == 0 && EndTime == 0)
                {
                    return(source);
                }

                var startTime = TimeSpan.FromMilliseconds(StartTime);
                var endTime   = TimeSpan.FromMilliseconds(EndTime);
                return(source.AppendSource(x => new CutSource(x, startTime, endTime - startTime)));
            }
            catch (Exception ex)
            {
                CommonHelper.AddLog(ex.ToString());
                return(source);
            }
        }
Пример #3
0
        private IWaveSource addEffectsToSource(IWaveSource source, int chorusLevel, int reverbLevel, int echoDelay, int distortionLevel, bool radio)
        {
            // Effects level is increased by damage if distortion is enabled
            int effectsLevel = fxLevel(distortionLevel);

            // Add various effects...
            Logging.Debug("Effects level is " + effectsLevel + ", chorus level is " + chorusLevel + ", reverb level is " + reverbLevel + ", echo delay is " + echoDelay);

            // We need to extend the duration of the wave source if we have any effects going on
            if (chorusLevel != 0 || reverbLevel != 0 || echoDelay != 0)
            {
                // Add a base of 500ms plus 10ms per effect level over 50
                Logging.Debug("Extending duration by " + 500 + Math.Max(0, (effectsLevel - 50) * 10) + "ms");
                source = source.AppendSource(x => new ExtendedDurationWaveSource(x, 500 + Math.Max(0, (effectsLevel - 50) * 10)));
            }

            // We always have chorus
            if (chorusLevel != 0)
            {
                source = source.AppendSource(x => new DmoChorusEffect(x)
                {
                    Depth = chorusLevel, WetDryMix = Math.Min(100, (int)(180 * (effectsLevel) / ((decimal)100))), Delay = 16, Frequency = (effectsLevel / 10), Feedback = 25
                });
            }

            // We only have reverb and echo if we're not transmitting or receiving
            if (!radio)
            {
                if (reverbLevel != 0)
                {
                    source = source.AppendSource(x => new DmoWavesReverbEffect(x)
                    {
                        ReverbTime = (int)(1 + 999 * (effectsLevel) / ((decimal)100)), ReverbMix = Math.Max(-96, -96 + (96 * reverbLevel / 100))
                    });
                }

                if (echoDelay != 0)
                {
                    source = source.AppendSource(x => new DmoEchoEffect(x)
                    {
                        LeftDelay = echoDelay, RightDelay = echoDelay, WetDryMix = Math.Max(5, (int)(10 * (effectsLevel) / ((decimal)100))), Feedback = 0
                    });
                }
            }
            // Apply a high pass filter for a radio effect
            else
            {
                var sampleSource = source.ToSampleSource().AppendSource(x => new BiQuadFilterSource(x));
                sampleSource.Filter = new HighpassFilter(source.WaveFormat.SampleRate, 1015);
                source = sampleSource.ToWaveSource();
            }

            // Adjust gain
            if (effectsLevel != 0 && chorusLevel != 0)
            {
                int radioGain = radio ? 7 : 0;
                source = source.AppendSource(x => new DmoCompressorEffect(x)
                {
                    Gain = effectsLevel / 15 + radioGain
                });
            }

            return(source);
        }
Пример #4
0
        static private void ApplyEffects(ref IWaveSource src, SoundEffectSettings ap)   // ap may be null
        {
            if (ap != null && ap.Any)
            {
                int extend = 0;
                if (ap.echoenabled)
                {
                    extend = ap.echodelay * 2;
                }
                if (ap.chorusenabled)
                {
                    extend = Math.Max(extend, 50);
                }
                if (ap.reverbenabled)
                {
                    extend = Math.Max(extend, 50);
                }

                if (extend > 0)
                {
                    //System.Diagnostics.Debug.WriteLine("Extend by " + extend + " ms due to effects");
                    src = src.AppendSource(x => new ExtendWaveSource(x, extend));
                }

                if (ap.chorusenabled)
                {
                    src = src.AppendSource(x => new DmoChorusEffect(x)
                    {
                        WetDryMix = ap.chorusmix, Feedback = ap.chorusfeedback, Delay = ap.chorusdelay, Depth = ap.chorusdepth
                    });
                }

                if (ap.reverbenabled)
                {
                    src = src.AppendSource(x => new DmoWavesReverbEffect(x)
                    {
                        InGain = 0, ReverbMix = ap.reverbmix, ReverbTime = ((float)ap.reverbtime) / 1000.0F, HighFrequencyRTRatio = ((float)ap.reverbhfratio) / 1000.0F
                    });
                }

                if (ap.distortionenabled)
                {
                    src = src.AppendSource(x => new DmoDistortionEffect(x)
                    {
                        Gain = ap.distortiongain, Edge = ap.distortionedge, PostEQCenterFrequency = ap.distortioncentrefreq, PostEQBandwidth = ap.distortionfreqwidth
                    });
                }

                if (ap.gargleenabled)
                {
                    src = src.AppendSource(x => new DmoGargleEffect(x)
                    {
                        RateHz = ap.garglefreq
                    });
                }

                if (ap.echoenabled)
                {
                    src = src.AppendSource(x => new DmoEchoEffect(x)
                    {
                        WetDryMix = ap.echomix, Feedback = ap.echofeedback, LeftDelay = ap.echodelay, RightDelay = ap.echodelay
                    });
                }

                if (ap.pitchshiftenabled)
                {
                    ISampleSource srs = src.ToSampleSource();
                    srs = srs.AppendSource(x => new PitchShifter(x)
                    {
                        PitchShiftFactor = ((float)ap.pitchshift) / 100.0F
                    });
                    src = srs.ToWaveSource();
                }
            }
        }
Пример #5
0
        private void addEffectsToSource(ref IWaveSource source, int chorusLevel, int reverbLevel, int echoDelay, int distortionLevel)
        {
            // Add various effects...
            Logging.Debug("Effects level is " + configuration.EffectsLevel + ", chorus level is " + chorusLevel + ", reverb level is " + reverbLevel + ", echo delay is " + echoDelay);

            // We need to extend the duration of the wave source if we have any effects going on
            if (chorusLevel != 0 || reverbLevel != 0 || echoDelay != 0)
            {
                // Add a base of 500ms plus 10ms per effect level over 50
                Logging.Debug("Extending duration by " + 500 + Math.Max(0, (configuration.EffectsLevel - 50) * 10) + "ms");
                source = source.AppendSource(x => new ExtendedDurationWaveSource(x, 500 + Math.Max(0, (configuration.EffectsLevel - 50) * 10)));
            }

            // We always have chorus
            if (chorusLevel != 0)
            {
                Logging.Debug("Adding chorus");
                source = source.AppendSource(x => new DmoChorusEffect(x)
                {
                    Depth = chorusLevel, WetDryMix = Math.Min(100, (int)(180 * ((decimal)configuration.EffectsLevel) / ((decimal)100))), Delay = 16, Frequency = (configuration.EffectsLevel / 10), Feedback = 25
                });
            }

            // We only have reverb and echo if we're not transmitting or receiving
            //if (!radio)
            //{
            if (reverbLevel != 0)
            {
                Logging.Debug("Adding reverb");
                // We tone down the reverb level with the distortion level, as the combination is nasty
                source = source.AppendSource(x => new DmoWavesReverbEffect(x)
                {
                    ReverbTime = (int)(1 + 999 * ((decimal)configuration.EffectsLevel) / ((decimal)100)), ReverbMix = Math.Max(-96, -96 + (96 * reverbLevel / 100) - distortionLevel)
                });
            }

            if (echoDelay != 0)
            {
                Logging.Debug("Adding echo");
                // We tone down the echo level with the distortion level, as the combination is nasty
                source = source.AppendSource(x => new DmoEchoEffect(x)
                {
                    LeftDelay = echoDelay, RightDelay = echoDelay, WetDryMix = Math.Max(5, (int)(10 * ((decimal)configuration.EffectsLevel) / ((decimal)100)) - distortionLevel), Feedback = Math.Max(0, 10 - distortionLevel / 2)
                });
            }
            //}

            if (configuration.EffectsLevel > 0 && distortionLevel > 0)
            {
                Logging.Debug("Adding distortion");
                source = source.AppendSource(x => new DmoDistortionEffect(x)
                {
                    Edge = distortionLevel, Gain = -distortionLevel / 2, PostEQBandwidth = 4000, PostEQCenterFrequency = 4000
                });
            }

            //if (radio)
            //{
            //    source = source.AppendSource(x => new DmoDistortionEffect(x) { Edge = 7, Gain = -distortionLevel / 2, PostEQBandwidth = 2000, PostEQCenterFrequency = 6000 });
            //    source = source.AppendSource(x => new DmoCompressorEffect(x) { Attack = 1, Ratio = 3, Threshold = -10 });
            //}
        }
Пример #6
0
        private IWaveSource addEffectsToSource(IWaveSource source, int chorusLevel, int reverbLevel, int echoDelay, int distortionLevel, bool radio)
        {
            // Effects level is increased by damage if distortion is enabled
            int effectsLevel = fxLevel(distortionLevel);

            // Add various effects...
            Logging.Debug("Effects level is " + effectsLevel + ", chorus level is " + chorusLevel + ", reverb level is " + reverbLevel + ", echo delay is " + echoDelay);

            // We need to extend the duration of the wave source if we have any effects going on
            if (chorusLevel != 0 || reverbLevel != 0 || echoDelay != 0)
            {
                // Add a base of 500ms plus 10ms per effect level over 50
                int extMs = 500 + Math.Max(0, (effectsLevel - 50) * 10);
                Logging.Debug("Extending duration by " + extMs + "ms");
                source = source.AppendSource(x => new ExtendedDurationWaveSource(x, extMs));
            }

            // We always apply chorus effects.
            if (chorusLevel != 0)
            {
                // The "wetDryMix" mix is the percent of added chorus, with 0 indicating no added chorus.
                const int delay     = 16;
                const int feedback  = 25;
                float     wetDryMix = Math.Min(100, (int)(180 * effectsLevel / (decimal)100));
                float     frequency = (effectsLevel / 10);
                source = source.AppendSource(x => new DmoChorusEffect(x)
                {
                    Depth = chorusLevel, WetDryMix = wetDryMix, Delay = delay, Frequency = frequency, Feedback = feedback
                });
            }

            // Apply a high pass filter for a radio effect
            if (radio)
            {
                var sampleSource = source.ToSampleSource().AppendSource(x => new BiQuadFilterSource(x));
                sampleSource.Filter = new HighpassFilter(source.WaveFormat.SampleRate, 1015);
                source = sampleSource.ToWaveSource();
            }
            // We only have reverb and echo if we're not transmitting or receiving
            else
            {
                if (reverbLevel != 0 && effectsLevel != 0)
                {
                    float reverbTime = (int)(1 + (999 * effectsLevel / (decimal)100));
                    float reverbMix  = Math.Max(-96, -96 + (96 * reverbLevel / 100));
                    source = source.AppendSource(x => new DmoWavesReverbEffect(x)
                    {
                        ReverbTime = reverbTime, ReverbMix = reverbMix
                    });
                }

                if (echoDelay != 0 && effectsLevel != 0)
                {
                    // The "wetDryMix" mix is the percent of added echo, with 0 indicating no added echo.
                    const int feedback  = 0;
                    float     wetDryMix = Math.Max(5, (int)(10 * effectsLevel / (decimal)100));
                    source = source.AppendSource(x => new DmoEchoEffect(x)
                    {
                        LeftDelay = echoDelay, RightDelay = echoDelay, WetDryMix = wetDryMix, Feedback = feedback
                    });
                }
            }

            // Adjust gain
            const int standardGain = 10;
            int       radioGain    = radio ? 7 : 0;

            source = source.AppendSource(x => new DmoCompressorEffect(x)
            {
                Gain = (effectsLevel / 15) + radioGain + standardGain
            });

            return(source);
        }
Пример #7
0
        public async Task <bool> OpenTrack(IPlaySource track, bool openCrossfading, long position)
        {
            IsLoading = true;
            if (!openCrossfading)
            {
                StopPlayback();
            }

            if (_crossfadeService.IsFading)
            {
                _crossfadeService.Cancel();
            }

            if (_soundSource != null && !openCrossfading)
            {
                _soundSource.Dispose();
            }

            if (openCrossfading && _soundSource != null)
            {
                _soundOut.Stopped                   -= SoundOut_Stopped;
                _loopStream.StreamFinished          -= LoopStream_StreamFinished;
                _simpleNotificationSource.BlockRead -= SimpleNotificationSource_BlockRead;
                _crossfadeService.CrossfadeOut(_soundOut, CrossfadeDuration).Forget();
                _soundOut = null;
            }

            var tempSource = await GetSoundSource(track, position);

            if (tempSource == null)
            {
                return(false);
            }
            _soundSource = tempSource;

            if (_soundSource.WaveFormat.SampleRate < 44100) //Correct sample rate
            {
                _soundSource = _soundSource.ChangeSampleRate(44100);
            }

            _soundSource = _soundSource
                           .AppendSource(x => new LoopStream(x), out _loopStream)
                           .AppendSource(x => Equalizer.Create10BandEqualizer(x.ToSampleSource()), out _equalizer)
                           .AppendSource(x => new SimpleNotificationSource(x)
            {
                Interval = 100
            }, out _simpleNotificationSource)
                           .ToWaveSource();

            _loopStream.EnableLoop               = IsLooping;
            _loopStream.StreamFinished          += LoopStream_StreamFinished;
            _simpleNotificationSource.BlockRead += SimpleNotificationSource_BlockRead;

            for (var i = 0; i < EqualizerBands.Count; i++)
            {
                SetEqualizerBandValue(EqualizerBands.Bands[i].Value, i);
            }

            if (_soundOut == null)
            {
                _soundOut          = _soundOutProvider.GetSoundOut();
                _soundOut.Stopped += SoundOut_Stopped;
            }
            _soundOut.Initialize(_soundSource);
            _soundOut.Volume = Volume;
            IsLoading        = false;

            OnTrackLengthChanged();
            _playTimeStopwatch.Reset();

            if (openCrossfading)
            {
                await TogglePlayPause();

                _fadingService.FadeIn(_soundOut, Volume).Forget();
            }

            CurrentStateChanged();
            OnPositionChanged();
            return(true);
        }