diff --git a/README.html b/README.html index 71ef801..d5d9903 100644 --- a/README.html +++ b/README.html @@ -1,767 +1,797 @@ - - - - - - - - SoundTouch library README - - - -
-

SoundTouch audio processing library v1.5.1pre -

-

SoundTouch library Copyright © Olli -Parviainen 2001-2009

-
-

1. Introduction

-

SoundTouch is an open-source audio -processing library that allows changing the sound tempo, pitch -and playback rate parameters independently from each other, i.e.:

- -

1.1 Contact information

-

Author email: oparviai 'at' iki.fi

-

SoundTouch WWW page: http://www.surina.net/soundtouch

-
-

2. Compiling SoundTouch

-

Before compiling, notice that you can choose the sample data format -if it's desirable to use floating point sample -data instead of 16bit integers. See section "sample data format" -for more information.

-

2.1. Building in Microsoft Windows

-

Project files for Microsoft Visual C++ 6.0 and Visual C++ .NET are -supplied with the source code package. 

-

Please notice that SoundTouch -library uses processor-specific optimizations for Pentium III and AMD -processors. Visual Studio .NET and later versions supports the required -instructions by default, but Visual Studio 6.0 requires a processor pack upgrade -to be installed in order to support these optimizations. The processor pack upgrade can be downloaded from -Microsoft site at this URL:

-

http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx

-

If the above URL is unavailable or removed, go -to http://msdn.microsoft.com -and perform a search with keywords "processor pack".

-

To build the binaries with Visual C++ -compiler, either run "make-win.bat" script, or open the -appropriate project files in source code directories with Visual -Studio. The final executable will appear under the "SoundTouch\bin" -directory. If using the Visual Studio IDE instead of the make-win.bat script, directories bin and -lib may need to be created manually to the SoundTouch -package root for the final executables. The make-win.bat script -creates these directories automatically. -

-

2.2. Building in Gnu platforms

-

The SoundTouch library can be compiled in -practically any platform supporting GNU compiler (GCC) tools. -SoundTouch have been tested with gcc version 3.3.4., but it -shouldn't be very specific about the gcc version. Assembler-level -performance optimizations for GNU platform are currently available in -x86 platforms only, they are automatically disabled and replaced with -standard C routines in other processor platforms.

-

To build and install the binaries, run the -following commands in the SoundTouch/ directory:

- - - - - - - - - - - - - - - -
-
./configure  -
-
-

Configures the SoundTouch package for the local -environment.

-
-
make         -
-
-

Builds the SoundTouch library & -SoundStretch utility.

-
-
make install -
-
-

Installs the SoundTouch & BPM libraries -to /usr/local/lib and SoundStretch utility to /usr/local/bin. -Please notice that 'root' privileges may be required to install the -binaries to the destination locations.

-
-

2.2.1 Required GNU tools 

-

Bash shell, GNU C++ compiler, libtool, autoconf and automake tools are required -for compiling -the SoundTouch library. These are usually included with the GNU/Linux distribution, but if -not, install these packages first. For example, in Ubuntu Linux these can be acquired and -installed with the following command:

-
sudo apt-get install automake autoconf libtool build-essential
-

2.2.2 Problems with GCC compiler compatibility

-

At the release time the SoundTouch package has been tested to compile in -GNU/Linux platform. However, in past it's happened that new gcc versions aren't -necessarily compatible with the assembler settings used in the optimized -routines. If you have problems getting the -SoundTouch library compiled, try the workaround of disabling the optimizations -by editing the file "include/STTypes.h" and removing the following -definition there:

-
-
#define ALLOW_OPTIMIZATIONS 1
-
-

2.2.3 Problems with configure script or build process 

-

Incompatibilities between various GNU toolchain versions may cause errors when running the "configure" script or building the source -codes, if your GNU tool versions are not compatible with the versions used for -preparing the SoundTouch kit. 

-

To resolve the issue, regenerate the configure scripts with your local tool -set by running -the "./bootstrap" script included in the SoundTouch source code -kit. After that, run the configure script and make as usually.

-

2.2.4 Compiler issues with non-x86 processors

-

SoundTouch library works also on non-x86 processors.

-

However, in case that you get compiler errors when trying to compile for non-Intel processor, edit the file -"source\SoundTouch\Makefile.am" and remove the "-msse2" -flag on the AM_CXXFLAGS line:

-
AM_CXXFLAGS=-O3 -fcheck-new -I../../include    # Note: -msse2 flag removed!
-

After that, run "./bootstrap" script, and then run configure -and make again.

-
-

3. About implementation & Usage tips

-

3.1. Supported sample data formats

-

The sample data format can be chosen -between 16bit signed integer and 32bit floating point values, the -default is 32bit floating point.

- -

-In Windows environment, the sample data format is chosen -in file "STTypes.h" by choosing one of the following -defines:

- -

-In GNU environment, the floating sample format is used by default, but -integer sample format can be chosen by giving the -following switch to the configure script: -

-
./configure --enable-integer-samples
-
- -

The sample data can have either single (mono) -or double (stereo) audio channel. Stereo data is interleaved so -that every other data value is for left channel and every second -for right channel. Notice that while it'd be possible in theory -to process stereo sound as two separate mono channels, this isn't -recommended because processing the channels separately would -result in losing the phase coherency between the channels, which -consequently would ruin the stereo effect.

-

Sample rates between 8000-48000H are -supported.

-

3.2. Processing latency

-

The processing and latency constraints of -the SoundTouch library are:

- -

3.3. About algorithms

-

SoundTouch provides three seemingly -independent effects: tempo, pitch and playback rate control. -These three controls are implemented as combination of two primary -effects, sample rate transposing and time-stretching.

-

Sample rate transposing affects -both the audio stream duration and pitch. It's implemented simply -by converting the original audio sample stream to the  desired -duration by interpolating from the original audio samples. In SoundTouch, linear interpolation with anti-alias filtering is -used. Theoretically a higher-order interpolation provide better -result than 1st order linear interpolation, but in audio -application linear interpolation together with anti-alias -filtering performs subjectively about as well as higher-order -filtering would.

-

Time-stretching means changing -the audio stream duration without affecting it's pitch. SoundTouch -uses WSOLA-like time-stretching routines that operate in the time -domain. Compared to sample rate transposing, time-stretching is a -much heavier operation and also requires a longer processing -"window" of sound samples used by the -processing algorithm, thus increasing the algorithm input/output -latency. Typical i/o latency for the SoundTouch -time-stretch algorithm is around 100 ms.

-

Sample rate transposing and time-stretching -are then used together to produce the tempo, pitch and rate -controls:

- -

3.4 Tuning the algorithm parameters

-

The time-stretch algorithm has few -parameters that can be tuned to optimize sound quality for -certain application. The current default parameters have been -chosen by iterative if-then analysis (read: "trial and error") -to obtain best subjective sound quality in pop/rock music -processing, but in applications processing different kind of -sound the default parameter set may result into a sub-optimal -result.

-

The time-stretch algorithm default -parameter values are set by the following #defines in file "TDStretch.h":

-
-
#define DEFAULT_SEQUENCE_MS     AUTOMATIC
+    
+        SoundTouch library README
+        
+        
+        
+        
+        
+        
+        
+    
+    
+        
+

SoundTouch audio processing library v1.5.1pre +

+

SoundTouch library Copyright © Olli Parviainen 2001-2009 +

+
+

1. Introduction +

+

SoundTouch is an open-source audio processing library that allows changing the + sound tempo, pitch and playback rate parameters independently from each other, + i.e.:

+ +

1.1 Contact information +

+

Author email: oparviai 'at' iki.fi +

+

SoundTouch WWW page: http://www.surina.net/soundtouch

+
+

2. Compiling SoundTouch

+

Before compiling, notice that you can choose the sample data format if it's + desirable to use floating point sample data instead of 16bit integers. See + section "sample data format" for more information.

+

2.1. Building in Microsoft Windows

+

Project files for Microsoft Visual C++ 6.0 and Visual C++ .NET are supplied with + the source code package. 

+

+ Please notice that SoundTouch library uses processor-specific optimizations for + Pentium III and AMD processors. Visual Studio .NET and later versions supports + the required instructions by default, but Visual Studio 6.0 requires a + processor pack upgrade to be installed in order to support these optimizations. + The processor pack upgrade can be downloaded from Microsoft site at this URL:

+

http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx

+

If the above URL is unavailable or removed, go to + http://msdn.microsoft.com and perform a search with keywords "processor + pack". +

+

To build the binaries with Visual C++ compiler, either run "make-win.bat" + script, or open the appropriate project files in source code directories with + Visual Studio. The final executable will appear under the "SoundTouch\bin" + directory. If using the Visual Studio IDE instead of the make-win.bat script, + directories bin and lib may need to be created manually to the SoundTouch + package root for the final executables. The make-win.bat script creates these + directories automatically. +

+

2.2. Building in Gnu platforms

+

The SoundTouch library can be compiled in practically any platform supporting + GNU compiler (GCC) tools. SoundTouch have been tested with gcc version 3.3.4., + but it shouldn't be very specific about the gcc version. Assembler-level + performance optimizations for GNU platform are currently available in x86 + platforms only, they are automatically disabled and replaced with standard C + routines in other processor platforms.

+

To build and install the binaries, run the following commands in the SoundTouch/ + directory:

+ + + + + + + + + + + + + + + +
+
./configure  -
+
+

Configures the SoundTouch package for the local environment.

+
+
make         -
+
+

Builds the SoundTouch library & SoundStretch utility.

+
+
make install -
+
+

Installs the SoundTouch & BPM libraries to /usr/local/lib and + SoundStretch utility to /usr/local/bin. Please notice that 'root' + privileges may be required to install the binaries to the destination + locations.

+
+

2.2.1 Required GNU tools 

+

+ Bash shell, GNU C++ compiler, libtool, autoconf and automake tools are required + for compiling the SoundTouch library. These are usually included with the + GNU/Linux distribution, but if not, install these packages first. For example, + in Ubuntu Linux these can be acquired and installed with the following command:

+
sudo apt-get install automake autoconf libtool build-essential
+

2.2.2 Problems with GCC compiler compatibility

+

At the release time the SoundTouch package has been tested to compile in + GNU/Linux platform. However, in past it's happened that new gcc versions aren't + necessarily compatible with the assembler settings used in the optimized + routines. If you have problems getting the SoundTouch library compiled, try the + workaround of disabling the optimizations by editing the file + "include/STTypes.h" and removing the following definition there:

+
+
#define ALLOW_OPTIMIZATIONS 1
+
+

2.2.3 Problems with configure script or build process 

+

Incompatibilities between various GNU toolchain versions may cause errors when + running the "configure" script or building the source codes, if your GNU tool + versions are not compatible with the versions used for preparing the SoundTouch + kit. 

+

To resolve the issue, regenerate the configure scripts with your local tool set + by running the "./bootstrap" script included in the SoundTouch source + code kit. After that, run the configure script and make as + usually.

+

2.2.4 Compiler issues with non-x86 processors

+

SoundTouch library works also on non-x86 processors.

+

However, in case that you get compiler errors when trying to compile for + non-Intel processor, edit the file "source\SoundTouch\Makefile.am" and + remove the "-msse2" flag on the AM_CXXFLAGS line:

+
AM_CXXFLAGS=-O3 -fcheck-new -I../../include    # Note: -msse2 flag removed!
+

After that, run "./bootstrap" script, and then run configure and make + again.

+
+

3. About implementation & Usage tips

+

3.1. Supported sample data formats

+

The sample data format can be chosen between 16bit signed integer and 32bit + floating point values, the default is 32bit floating point. +

+

+ In Windows environment, the sample data format is chosen in file "STTypes.h" by + choosing one of the following defines:

+ +

+ In GNU environment, the floating sample format is used by default, but integer + sample format can be chosen by giving the following switch to the configure + script:

+
./configure --enable-integer-samples
+
+

The sample data can have either single (mono) or double (stereo) audio channel. + Stereo data is interleaved so that every other data value is for left channel + and every second for right channel. Notice that while it'd be possible in + theory to process stereo sound as two separate mono channels, this isn't + recommended because processing the channels separately would result in losing + the phase coherency between the channels, which consequently would ruin the + stereo effect.

+

Sample rates between 8000-48000H are supported.

+

3.2. Processing latency

+

The processing and latency constraints of the SoundTouch library are:

+ +

3.3. About algorithms

+

SoundTouch provides three seemingly independent effects: tempo, pitch and + playback rate control. These three controls are implemented as combination of + two primary effects, sample rate transposing and time-stretching.

+

Sample rate transposing affects both the audio stream duration and + pitch. It's implemented simply by converting the original audio sample stream + to the  desired duration by interpolating from the original audio samples. + In SoundTouch, linear interpolation with anti-alias filtering is used. + Theoretically a higher-order interpolation provide better result than 1st order + linear interpolation, but in audio application linear interpolation together + with anti-alias filtering performs subjectively about as well as higher-order + filtering would.

+

Time-stretching means changing the audio stream duration without + affecting it's pitch. SoundTouch uses WSOLA-like time-stretching routines that + operate in the time domain. Compared to sample rate transposing, + time-stretching is a much heavier operation and also requires a longer + processing "window" of sound samples used by the processing algorithm, thus + increasing the algorithm input/output latency. Typical i/o latency for the + SoundTouch time-stretch algorithm is around 100 ms.

+

Sample rate transposing and time-stretching are then used together to produce + the tempo, pitch and rate controls:

+ +

3.4 Tuning the algorithm parameters

+

The time-stretch algorithm has few parameters that can be tuned to optimize + sound quality for certain application. The current default parameters have been + chosen by iterative if-then analysis (read: "trial and error") to obtain best + subjective sound quality in pop/rock music processing, but in applications + processing different kind of sound the default parameter set may result into a + sub-optimal result.

+

The time-stretch algorithm default parameter values are set by the following + #defines in file "TDStretch.h":

+
+
#define DEFAULT_SEQUENCE_MS     AUTOMATIC
 #define DEFAULT_SEEKWINDOW_MS   AUTOMATIC
 #define DEFAULT_OVERLAP_MS      8
-
-

These parameters affect to the time-stretch -algorithm as follows:

- -

Notice that these parameters can also be -set during execution time with functions "TDStretch::setParameters()" -and "SoundTouch::setSetting()".

-

The table below summaries how the -parameters can be adjusted for different applications:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Parameter nameDefault value -magnitudeLarger value -affects...Smaller value -affects...Effect to CPU burden
-
SEQUENCE_MS
-
Default value is relatively -large, chosen for slowing down music tempoLarger value is usually -better for slowing down tempo. Growing the value decelerates the -"echoing" artifact when slowing down the tempo.Smaller value might be better -for speeding up tempo. Reducing the value accelerates the "echoing" -artifact when slowing down the tempo Increasing the parameter -value reduces computation burden
-
SEEKWINDOW_MS
-
Default value is relatively -large, chosen for slowing down music tempoLarger value eases finding a -good mixing position, but may cause a "drifting" artifactSmaller reduce possibility to -find a good mixing position, but reduce the "drifting" artifact.Increasing the parameter -value increases computation burden
-
OVERLAP_MS
-
Default value is relatively -large, chosen to suit with above parameters. If you reduce the "sequence -ms" setting, you might wish to try a smaller value.Increasing the parameter -value increases computation burden
-

3.5 Performance Optimizations

-

General optimizations:

-

The time-stretch routine has a 'quick' mode -that substantially speeds up the algorithm but may degrade the -sound quality by a small amount. This mode is activated by -calling SoundTouch::setSetting() function with parameter  id -of SETTING_USE_QUICKSEEK and value "1", i.e.

-
-

setSetting(SETTING_USE_QUICKSEEK, 1);

-
-

CPU-specific optimizations:

- -
-

4. SoundStretch audio processing utility -

-

SoundStretch audio processing utility
-Copyright (c) Olli Parviainen 2002-2009

-

SoundStretch is a simple command-line -application that can change tempo, pitch and playback rates of -WAV sound files. This program is intended primarily to -demonstrate how the "SoundTouch" library can be used to -process sound in your own program, but it can as well be used for -processing sound files.

-

4.1. SoundStretch Usage Instructions

-

SoundStretch Usage syntax:

-
-
soundstretch infilename outfilename [switches]
-
-

Where:

- - - - - - - - - - - - - - - -
-
"infilename"
-
Name of the input sound -data file (in .WAV audio file format). Give "stdin" as filename to use - standard input pipe.
-
"outfilename"
-
Name of the output sound -file where the resulting sound is saved (in .WAV audio file format). -This parameter may be omitted if you  don't want to save the -output -(e.g. when only calculating BPM rate with '-bpm' switch). Give "stdout" - as filename to use standard output pipe.
-
 [switches]
-
Are one or more control -switches.
-

Available control switches are:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-tempo=n 
-
Change the sound tempo by n -percents (n = -95.0 .. +5000.0 %)
-
-pitch=n
-
Change the sound pitch by n -semitones (n = -60.0 .. + 60.0 semitones)
-
-rate=n
-
Change the sound playback rate by -n percents (n = -95.0 .. +5000.0 %)
-
-bpm=n
-
Detect the Beats-Per-Minute (BPM) rate of the sound and adjust the tempo to meet 'n' - BPMs. When this switch is - applied, the "-tempo" switch is ignored. If "=n" is -omitted, i.e. switch "-bpm" is used alone, then the BPM rate is - estimated and displayed, but tempo not adjusted according to the BPM -value.
-
-quick
-
Use quicker tempo change -algorithm. Gains speed but loses sound quality.
-
-naa
-
Don't use anti-alias -filtering in sample rate transposing. Gains speed but loses sound -quality.
-
-license
-
Displays the program license -text (LGPL)
-

Notes:

- -

4.2. SoundStretch usage examples

-

Example 1

-

The following command increases tempo of -the sound file "originalfile.wav" by 12.5% and stores result to file "destinationfile.wav":

-
-
soundstretch originalfile.wav destinationfile.wav -tempo=12.5
-
-

Example 2

-

The following command decreases the sound -pitch (key) of the sound file "orig.wav" by two -semitones and stores the result to file "dest.wav":

-
-
soundstretch orig.wav dest.wav -pitch=-2
-
-

Example 3

-

The following command processes the file "orig.wav" by decreasing the sound tempo by 25.3% and -increasing the sound pitch (key) by 1.5 semitones. Resulting .wav audio data is -directed to standard output pipe:

-
-
soundstretch orig.wav stdout -tempo=-25.3 -pitch=1.5
-
-

Example 4

-

The following command detects the BPM rate -of the file "orig.wav" and adjusts the tempo to match -100 beats per minute. Result is stored to file "dest.wav":

-
-
soundstretch orig.wav dest.wav -bpm=100
-
-

Example 5

-

The following command reads .wav sound data from standard input pipe and -estimates the BPM rate:

-
-
soundstretch stdin -bpm
-
-
-

5. Change History

-

5.1. SoundTouch library Change History

- -

1.5.1pre:

- - -

1.5.0:

- - -

1.4.1:

- - -

1.4.0:

- - -

v1.3.1: -

- - -

v1.3.0: -

- -

v1.2.1:

- -

v1.2.0:

- -

v1.1.1:

- -

v1.01:

- -

v1.0:

- -

 

-

5.2. SoundStretch application Change -History

- -

v1.5.0:

- - -

v1.4.0:

- - -

v1.3.0:

- -

v1.2.1:

- -

v1.2.0:

- -

v1.1.1:

- -

v1.1:

- -

v1.01:

- -
-

6. Acknowledgements

-

Kudos for these people who have contributed to development or submitted -bugfixes since -SoundTouch v1.3.1:

- -

Moral greetings to all other contributors and users also!

-
-

7. LICENSE

-

SoundTouch audio processing library
-Copyright (c) Olli Parviainen

-

This library is free software; you can -redistribute it and/or modify it under the terms of the GNU -Lesser General Public License version 2.1 as published by the Free Software -Foundation.

-

This library is distributed in the hope -that it will be useful, but WITHOUT ANY WARRANTY; without even -the implied warranty of MERCHANTABILITY or FITNESS FOR A -PARTICULAR PURPOSE. See the GNU Lesser General Public License for -more details.

-

You should have received a copy of the GNU -Lesser General Public License along with this library; if not, -write to the Free Software Foundation, Inc., 59 Temple Place, -Suite 330, Boston, MA 02111-1307 USA

-
- - + diff --git a/include/STTypes.h b/include/STTypes.h index 48c36a6..8aa5b19 100644 --- a/include/STTypes.h +++ b/include/STTypes.h @@ -128,11 +128,7 @@ namespace soundtouch typedef double LONG_SAMPLETYPE; #ifdef ALLOW_X86_OPTIMIZATIONS - // Allow 3DNow! and SSE optimizations - #if WIN32 - #define ALLOW_3DNOW 1 - #endif - + // Allow SSE optimizations #define ALLOW_SSE 1 #endif diff --git a/source/SoundTouch/3dnow_win.cpp b/source/SoundTouch/3dnow_win.cpp deleted file mode 100644 index 1fbbdab..0000000 --- a/source/SoundTouch/3dnow_win.cpp +++ /dev/null @@ -1,349 +0,0 @@ -//////////////////////////////////////////////////////////////////////////////// -/// -/// Win32 version of the AMD 3DNow! optimized routines for AMD K6-2/Athlon -/// processors. All 3DNow! optimized functions have been gathered into this -/// single source code file, regardless to their class or original source code -/// file, in order to ease porting the library to other compiler and processor -/// platforms. -/// -/// By the way; the performance gain depends heavily on the CPU generation: On -/// K6-2 these routines provided speed-up of even 2.4 times, while on Athlon the -/// difference to the original routines stayed at unremarkable 8%! Such a small -/// improvement on Athlon is due to 3DNow can perform only two operations in -/// parallel, and obviously also the Athlon FPU is doing a very good job with -/// the standard C floating point routines! Here these routines are anyway, -/// although it might not be worth the effort to convert these to GCC platform, -/// for Athlon CPU at least. The situation is different regarding the SSE -/// optimizations though, thanks to the four parallel operations of SSE that -/// already make a difference. -/// -/// This file is to be compiled in Windows platform with Microsoft Visual C++ -/// Compiler. Please see '3dnow_gcc.cpp' for the gcc compiler version for all -/// GNU platforms (if file supplied). -/// -/// NOTICE: If using Visual Studio 6.0, you'll need to install the "Visual C++ -/// 6.0 processor pack" update to support 3DNow! instruction set. The update is -/// available for download at Microsoft Developers Network, see here: -/// http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx -/// -/// If the above URL is expired or removed, go to "http://msdn.microsoft.com" and -/// perform a search with keywords "processor pack". -/// -/// Author : Copyright (c) Olli Parviainen -/// Author e-mail : oparviai 'at' iki.fi -/// SoundTouch WWW: http://www.surina.net/soundtouch -/// -//////////////////////////////////////////////////////////////////////////////// -// -// Last changed : $Date$ -// File revision : $Revision: 4 $ -// -// $Id$ -// -//////////////////////////////////////////////////////////////////////////////// -// -// License : -// -// SoundTouch audio processing library -// Copyright (c) Olli Parviainen -// -// This library is free software; you can redistribute it and/or -// modify it under the terms of the GNU Lesser General Public -// License as published by the Free Software Foundation; either -// version 2.1 of the License, or (at your option) any later version. -// -// This library is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU -// Lesser General Public License for more details. -// -// You should have received a copy of the GNU Lesser General Public -// License along with this library; if not, write to the Free Software -// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA -// -//////////////////////////////////////////////////////////////////////////////// - -#include "cpu_detect.h" -#include "STTypes.h" - -#ifndef WIN32 -#error "wrong platform - this source code file is exclusively for Win32 platform" -#endif - -using namespace soundtouch; - -#ifdef ALLOW_3DNOW -// 3DNow! routines available only with float sample type - -////////////////////////////////////////////////////////////////////////////// -// -// implementation of 3DNow! optimized functions of class 'TDStretch3DNow' -// -////////////////////////////////////////////////////////////////////////////// - -#include "TDStretch.h" - - -// Calculates cross correlation of two buffers -double TDStretch3DNow::calcCrossCorrStereo(const float *pV1, const float *pV2) const -{ - int overlapLengthLocal = overlapLength; - float corr = 0; - - // Calculates the cross-correlation value between 'pV1' and 'pV2' vectors - /* - c-pseudocode: - - corr = 0; - for (i = 0; i < overlapLength / 4; i ++) - { - corr += pV1[0] * pV2[0]; - pV1[1] * pV2[1]; - pV1[2] * pV2[2]; - pV1[3] * pV2[3]; - pV1[4] * pV2[4]; - pV1[5] * pV2[5]; - pV1[6] * pV2[6]; - pV1[7] * pV2[7]; - - pV1 += 8; - pV2 += 8; - } - */ - - _asm - { - // give prefetch hints to CPU of what data are to be needed soonish. - // give more aggressive hints on pV1 as that changes more between different calls - // while pV2 stays the same. - prefetch [pV1] - prefetch [pV2] - prefetch [pV1 + 32] - - mov eax, dword ptr pV2 - mov ebx, dword ptr pV1 - - pxor mm0, mm0 - - mov ecx, overlapLengthLocal - shr ecx, 2 // div by four - - loop1: - movq mm1, [eax] - prefetch [eax + 32] // give a prefetch hint to CPU what data are to be needed soonish - pfmul mm1, [ebx] - prefetch [ebx + 64] // give a prefetch hint to CPU what data are to be needed soonish - - movq mm2, [eax + 8] - pfadd mm0, mm1 - pfmul mm2, [ebx + 8] - - movq mm3, [eax + 16] - pfadd mm0, mm2 - pfmul mm3, [ebx + 16] - - movq mm4, [eax + 24] - pfadd mm0, mm3 - pfmul mm4, [ebx + 24] - - add eax, 32 - pfadd mm0, mm4 - add ebx, 32 - - dec ecx - jnz loop1 - - // add halfs of mm0 together and return the result. - // note: mm1 is used as a dummy parameter only, we actually don't care about it's value - pfacc mm0, mm1 - movd corr, mm0 - femms - } - - return corr; -} - - - - -////////////////////////////////////////////////////////////////////////////// -// -// implementation of 3DNow! optimized functions of class 'FIRFilter' -// -////////////////////////////////////////////////////////////////////////////// - -#include "FIRFilter.h" - -FIRFilter3DNow::FIRFilter3DNow() : FIRFilter() -{ - filterCoeffsUnalign = NULL; - filterCoeffsAlign = NULL; -} - - -FIRFilter3DNow::~FIRFilter3DNow() -{ - delete[] filterCoeffsUnalign; - filterCoeffsUnalign = NULL; - filterCoeffsAlign = NULL; -} - - -// (overloaded) Calculates filter coefficients for 3DNow! routine -void FIRFilter3DNow::setCoefficients(const float *coeffs, uint newLength, uint uResultDivFactor) -{ - uint i; - float fDivider; - - FIRFilter::setCoefficients(coeffs, newLength, uResultDivFactor); - - // Scale the filter coefficients so that it won't be necessary to scale the filtering result - // also rearrange coefficients suitably for 3DNow! - // Ensure that filter coeffs array is aligned to 16-byte boundary - delete[] filterCoeffsUnalign; - filterCoeffsUnalign = new float[2 * newLength + 4]; - filterCoeffsAlign = (float *)(((uint)filterCoeffsUnalign + 15) & (uint)-16); - - fDivider = (float)resultDivider; - - // rearrange the filter coefficients for mmx routines - for (i = 0; i < newLength; i ++) - { - filterCoeffsAlign[2 * i + 0] = - filterCoeffsAlign[2 * i + 1] = coeffs[i + 0] / fDivider; - } -} - - -// 3DNow!-optimized version of the filter routine for stereo sound -uint FIRFilter3DNow::evaluateFilterStereo(float *dest, const float *src, uint numSamples) const -{ - float *filterCoeffsLocal = filterCoeffsAlign; - uint count = (numSamples - length) & (uint)-2; - uint lengthLocal = length / 4; - - assert(length != 0); - assert(count % 2 == 0); - - /* original code: - - double suml1, suml2; - double sumr1, sumr2; - uint i, j; - - for (j = 0; j < count; j += 2) - { - const float *ptr; - - suml1 = sumr1 = 0.0; - suml2 = sumr2 = 0.0; - ptr = src; - filterCoeffsLocal = filterCoeffs; - for (i = 0; i < lengthLocal; i ++) - { - // unroll loop for efficiency. - - suml1 += ptr[0] * filterCoeffsLocal[0] + - ptr[2] * filterCoeffsLocal[2] + - ptr[4] * filterCoeffsLocal[4] + - ptr[6] * filterCoeffsLocal[6]; - - sumr1 += ptr[1] * filterCoeffsLocal[1] + - ptr[3] * filterCoeffsLocal[3] + - ptr[5] * filterCoeffsLocal[5] + - ptr[7] * filterCoeffsLocal[7]; - - suml2 += ptr[8] * filterCoeffsLocal[0] + - ptr[10] * filterCoeffsLocal[2] + - ptr[12] * filterCoeffsLocal[4] + - ptr[14] * filterCoeffsLocal[6]; - - sumr2 += ptr[9] * filterCoeffsLocal[1] + - ptr[11] * filterCoeffsLocal[3] + - ptr[13] * filterCoeffsLocal[5] + - ptr[15] * filterCoeffsLocal[7]; - - ptr += 16; - filterCoeffsLocal += 8; - } - dest[0] = (float)suml1; - dest[1] = (float)sumr1; - dest[2] = (float)suml2; - dest[3] = (float)sumr2; - - src += 4; - dest += 4; - } - - */ - _asm - { - mov eax, dword ptr dest - mov ebx, dword ptr src - mov edx, count - shr edx, 1 - - loop1: - // "outer loop" : during each round 2*2 output samples are calculated - prefetch [ebx] // give a prefetch hint to CPU what data are to be needed soonish - prefetch [filterCoeffsLocal] // give a prefetch hint to CPU what data are to be needed soonish - - mov esi, ebx - mov edi, filterCoeffsLocal - pxor mm0, mm0 - pxor mm1, mm1 - mov ecx, lengthLocal - - loop2: - // "inner loop" : during each round four FIR filter taps are evaluated for 2*2 output samples - movq mm2, [edi] - movq mm3, mm2 - prefetch [edi + 32] // give a prefetch hint to CPU what data are to be needed soonish - pfmul mm2, [esi] - prefetch [esi + 32] // give a prefetch hint to CPU what data are to be needed soonish - pfmul mm3, [esi + 8] - - movq mm4, [edi + 8] - movq mm5, mm4 - pfadd mm0, mm2 - pfmul mm4, [esi + 8] - pfadd mm1, mm3 - pfmul mm5, [esi + 16] - - movq mm2, [edi + 16] - movq mm6, mm2 - pfadd mm0, mm4 - pfmul mm2, [esi + 16] - pfadd mm1, mm5 - pfmul mm6, [esi + 24] - - movq mm3, [edi + 24] - movq mm7, mm3 - pfadd mm0, mm2 - pfmul mm3, [esi + 24] - pfadd mm1, mm6 - pfmul mm7, [esi + 32] - add esi, 32 - pfadd mm0, mm3 - add edi, 32 - pfadd mm1, mm7 - - dec ecx - jnz loop2 - - movq [eax], mm0 - add ebx, 16 - movq [eax + 8], mm1 - add eax, 16 - - dec edx - jnz loop1 - - femms - } - - return count; -} - - -#endif // ALLOW_3DNOW diff --git a/source/SoundTouch/FIRFilter.cpp b/source/SoundTouch/FIRFilter.cpp index 72607bd..001f70f 100644 --- a/source/SoundTouch/FIRFilter.cpp +++ b/source/SoundTouch/FIRFilter.cpp @@ -233,7 +233,7 @@ FIRFilter * FIRFilter::newInstance() uExtensions = detectCPUextensions(); - // Check if MMX/SSE/3DNow! instruction set extensions supported by CPU + // Check if MMX/SSE instruction set extensions supported by CPU #ifdef ALLOW_MMX // MMX routines available only with integer sample types @@ -253,15 +253,6 @@ FIRFilter * FIRFilter::newInstance() else #endif // ALLOW_SSE -#ifdef ALLOW_3DNOW - if (uExtensions & SUPPORT_3DNOW) - { - // 3DNow! support - return ::new FIRFilter3DNow; - } - else -#endif // ALLOW_3DNOW - { // ISA optimizations not supported, use plain C version return ::new FIRFilter; diff --git a/source/SoundTouch/FIRFilter.h b/source/SoundTouch/FIRFilter.h index 71e88bd..5de98df 100644 --- a/source/SoundTouch/FIRFilter.h +++ b/source/SoundTouch/FIRFilter.h @@ -122,25 +122,6 @@ public: #endif // ALLOW_MMX -#ifdef ALLOW_3DNOW - - /// Class that implements 3DNow! optimized functions exclusive for floating point samples type. - class FIRFilter3DNow : public FIRFilter - { - protected: - float *filterCoeffsUnalign; - float *filterCoeffsAlign; - - virtual uint evaluateFilterStereo(float *dest, const float *src, uint numSamples) const; - public: - FIRFilter3DNow(); - ~FIRFilter3DNow(); - virtual void setCoefficients(const float *coeffs, uint newLength, uint uResultDivFactor); - }; - -#endif // ALLOW_3DNOW - - #ifdef ALLOW_SSE /// Class that implements SSE optimized functions exclusive for floating point samples type. class FIRFilterSSE : public FIRFilter diff --git a/source/SoundTouch/SoundTouch.vcproj b/source/SoundTouch/SoundTouch.vcproj index 62a3d55..a9b3ffe 100644 --- a/source/SoundTouch/SoundTouch.vcproj +++ b/source/SoundTouch/SoundTouch.vcproj @@ -125,27 +125,6 @@ - - - - - - - -