mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-30 03:25:47 -05:00
made fft stuff less copypastiues
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parent
09bb68f7ad
commit
33ed47bbf5
3 changed files with 91 additions and 166 deletions
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@ -82,7 +82,7 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
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fftSamples.push(balanced);
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}
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var freqShit = funnyFFT(fftSamples);
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var freqShit = vis.funnyFFT(fftSamples);
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for (i in 0...group.members.length)
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{
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@ -150,89 +150,4 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
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}
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}
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}
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function funnyFFT(samples:Array<Float>, ?skipped:Int = 1):Array<Array<Float>>
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{
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// nab multiple samples at once in while / for loops?
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var fs:Float = 44100 / skipped; // sample rate shit?
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final fftN = 1024;
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final halfN = Std.int(fftN / 2);
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final overlap = 0.5;
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final hop = Std.int(fftN * (1 - overlap));
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// window function to compensate for overlapping
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final a0 = 0.5; // => Hann(ing) window
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final window = (n:Int) -> a0 - (1 - a0) * Math.cos(2 * Math.PI * n / fftN);
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// NOTE TO SELF FOR WHEN I WAKE UP
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// helpers, note that spectrum indexes suppose non-negative frequencies
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final binSize = fs / fftN;
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final indexToFreq = function(k:Int)
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{
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var powShit:Float = FlxMath.remapToRange(k, 0, halfN, 0, 4.3); // 4.3 is almost 20khz
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return 1.0 * (Math.pow(10, powShit)); // we need the `1.0` to avoid overflows
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};
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// "melodic" band-pass filter
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final minFreq = 20.70;
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final maxFreq = 4000.01;
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final melodicBandPass = function(k:Int, s:Float)
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{
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// final freq = indexToFreq(k);
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// final filter = freq > minFreq - binSize && freq < maxFreq + binSize ? 1 : 0;
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return s;
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};
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var freqOutput:Array<Array<Float>> = [];
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var c = 0; // index where each chunk begins
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var indexOfArray:Int = 0;
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while (c < samples.length)
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{
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// take a chunk (zero-padded if needed) and apply the window
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final chunk = [
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for (n in 0...fftN)
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(c + n < samples.length ? samples[c + n] : 0.0) * window(n)
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];
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// compute positive spectrum with sampling correction and BP filter
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final freqs = FFT.rfft(chunk).map(z -> z.scale(1 / fftN).magnitude).mapi(melodicBandPass);
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freqOutput.push([]);
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// if (FlxG.keys.justPressed.M)
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// trace(FFT.rfft(chunk).map(z -> z.scale(1 / fs).magnitude));
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// find spectral peaks and their instantaneous frequencies
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for (k => s in freqs)
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{
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final time = c / fs;
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final freq = indexToFreq(k);
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final power = s * s;
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if (FlxG.keys.justPressed.I)
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{
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trace(k);
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haxe.Log.trace('${time};${freq};${power}', null);
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}
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if (freq < maxFreq)
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freqOutput[indexOfArray].push(power);
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//
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}
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// haxe.Log.trace("", null);
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indexOfArray++;
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// move to next (overlapping) chunk
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c += hop;
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}
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if (FlxG.keys.justPressed.C)
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trace(freqOutput.length);
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return freqOutput;
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}
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}
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@ -193,7 +193,7 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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fftSamples.push(balanced);
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}
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var freqShit = funnyFFT(fftSamples);
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var freqShit = vis.funnyFFT(fftSamples);
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for (i in 0...group.members.length)
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{
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@ -281,85 +281,6 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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}
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}
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}
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function funnyFFT(samples:Array<Float>, ?skipped:Int = 1):Array<Array<Float>>
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{
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// nab multiple samples at once in while / for loops?
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var fs:Float = 44100 / skipped; // sample rate shit?
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final fftN = 1024;
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final halfN = Std.int(fftN / 2);
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final overlap = 0.5;
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final hop = Std.int(fftN * (1 - overlap));
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// window function to compensate for overlapping
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final a0 = 0.5; // => Hann(ing) window
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final window = (n:Int) -> a0 - (1 - a0) * Math.cos(2 * Math.PI * n / fftN);
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// helpers, note that spectrum indexes suppose non-negative frequencies
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final binSize = fs / fftN;
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final indexToFreq = function(k:Int)
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{
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var powShit:Float = FlxMath.remapToRange(k, 0, halfN, 0, 4.3); // 4.3 is almost 20khz
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return 1.0 * (Math.pow(10, powShit)); // we need the `1.0` to avoid overflows
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};
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// "melodic" band-pass filter
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final minFreq = 20.70;
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final maxFreq = 4000.01;
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final melodicBandPass = function(k:Int, s:Float)
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{
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// final freq = indexToFreq(k);
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// final filter = freq > minFreq - binSize && freq < maxFreq + binSize ? 1 : 0;
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return s;
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};
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var freqOutput:Array<Array<Float>> = [];
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var c = 0; // index where each chunk begins
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var indexOfArray:Int = 0;
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while (c < samples.length)
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{
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// take a chunk (zero-padded if needed) and apply the window
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final chunk = [
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for (n in 0...fftN)
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(c + n < samples.length ? samples[c + n] : 0.0) * window(n)
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];
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// compute positive spectrum with sampling correction and BP filter
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final freqs = FFT.rfft(chunk).map(z -> z.scale(1 / fftN).magnitude).mapi(melodicBandPass);
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freqOutput.push([]);
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// find spectral peaks and their instantaneous frequencies
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for (k => s in freqs)
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{
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final time = c / fs;
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final freq = indexToFreq(k);
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final power = s * s;
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if (FlxG.keys.justPressed.N)
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{
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trace(k);
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haxe.Log.trace('${time};${freq};${power}', null);
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}
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if (freq < maxFreq)
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freqOutput[indexOfArray].push(power);
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//
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}
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// haxe.Log.trace("", null);
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indexOfArray++;
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// move to next (overlapping) chunk
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c += hop;
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}
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if (FlxG.keys.justPressed.C)
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trace(freqOutput.length);
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return freqOutput;
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}
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}
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enum VISTYPE
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@ -1,8 +1,12 @@
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package;
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import dsp.FFT;
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import flixel.math.FlxMath;
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import flixel.system.FlxSound;
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import lime.utils.Int16Array;
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using Lambda;
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class VisShit
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{
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public var snd:FlxSound;
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@ -16,6 +20,91 @@ class VisShit
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this.snd = snd;
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}
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public function funnyFFT(samples:Array<Float>, ?skipped:Int = 1):Array<Array<Float>>
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{
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// nab multiple samples at once in while / for loops?
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var fs:Float = 44100 / skipped; // sample rate shit?
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final fftN = 1024;
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final halfN = Std.int(fftN / 2);
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final overlap = 0.5;
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final hop = Std.int(fftN * (1 - overlap));
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// window function to compensate for overlapping
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final a0 = 0.5; // => Hann(ing) window
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final window = (n:Int) -> a0 - (1 - a0) * Math.cos(2 * Math.PI * n / fftN);
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// NOTE TO SELF FOR WHEN I WAKE UP
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// helpers, note that spectrum indexes suppose non-negative frequencies
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final binSize = fs / fftN;
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final indexToFreq = function(k:Int)
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{
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var powShit:Float = FlxMath.remapToRange(k, 0, halfN, 0, 4.3); // 4.3 is almost 20khz
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return 1.0 * (Math.pow(10, powShit)); // we need the `1.0` to avoid overflows
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};
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// "melodic" band-pass filter
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final minFreq = 20.70;
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final maxFreq = 4000.01;
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final melodicBandPass = function(k:Int, s:Float)
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{
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// final freq = indexToFreq(k);
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// final filter = freq > minFreq - binSize && freq < maxFreq + binSize ? 1 : 0;
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return s;
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};
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var freqOutput:Array<Array<Float>> = [];
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var c = 0; // index where each chunk begins
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var indexOfArray:Int = 0;
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while (c < samples.length)
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{
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// take a chunk (zero-padded if needed) and apply the window
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final chunk = [
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for (n in 0...fftN)
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(c + n < samples.length ? samples[c + n] : 0.0) * window(n)
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];
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// compute positive spectrum with sampling correction and BP filter
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final freqs = FFT.rfft(chunk).map(z -> z.scale(1 / fftN).magnitude).mapi(melodicBandPass);
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freqOutput.push([]);
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// if (FlxG.keys.justPressed.M)
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// trace(FFT.rfft(chunk).map(z -> z.scale(1 / fs).magnitude));
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// find spectral peaks and their instantaneous frequencies
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for (k => s in freqs)
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{
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final time = c / fs;
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final freq = indexToFreq(k);
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final power = s * s;
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if (FlxG.keys.justPressed.I)
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{
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trace(k);
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haxe.Log.trace('${time};${freq};${power}', null);
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}
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if (freq < maxFreq)
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freqOutput[indexOfArray].push(power);
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//
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}
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// haxe.Log.trace("", null);
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indexOfArray++;
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// move to next (overlapping) chunk
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c += hop;
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}
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if (FlxG.keys.justPressed.C)
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trace(freqOutput.length);
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return freqOutput;
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}
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public function checkAndSetBuffer()
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{
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if (snd != null && snd.playing)
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