Fix/Simplify/Trash Legacy 48k Upsample Functions;
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/*
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* Copyright (C) 2010 DSD Author
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* GPG Key ID: 0x3F1D7FD0 (74EF 430D F7F2 0A48 FCE6 F630 FAA2 635D 3F1D 7FD0)
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/*-------------------------------------------------------------------------------
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* dsd_upsample.c
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* Simplified 8k to 48k Upsample Functions
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* Goodbye terrible ringing sound
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*
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*
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND ISC DISCLAIMS ALL WARRANTIES WITH
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* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
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* AND FITNESS. IN NO EVENT SHALL ISC BE LIABLE FOR ANY SPECIAL, DIRECT,
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* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
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* OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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* LWVMOBILE
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* 2024-03 DSD-FME Florida Man Edition
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*-----------------------------------------------------------------------------*/
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#include "dsd.h"
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void
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upsample (dsd_state * state, float invalue)
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{
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int i, j, sum;
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float *outbuf1, c, d;
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if (state->currentslot == 0 && state->dmr_stereo == 1)
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{
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outbuf1 = state->audio_out_float_buf_p;
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}
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if (state->currentslot == 1 && state->dmr_stereo == 1)
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{
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outbuf1 = state->audio_out_float_buf_pR;
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}
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if (state->dmr_stereo == 0)
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{
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outbuf1 = state->audio_out_float_buf_p;
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}
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//outbuf1 = state->audio_out_float_buf_p;
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outbuf1--;
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c = *outbuf1;
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d = invalue;
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// basic triangle interpolation
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outbuf1++;
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*outbuf1 = ((invalue * (float) 0.166) + (c * (float) 0.834));
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outbuf1++;
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*outbuf1 = ((invalue * (float) 0.332) + (c * (float) 0.668));
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outbuf1++;
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*outbuf1 = ((invalue * (float) 0.5) + (c * (float) 0.5));
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outbuf1++;
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*outbuf1 = ((invalue * (float) 0.668) + (c * (float) 0.332));
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outbuf1++;
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*outbuf1 = ((invalue * (float) 0.834) + (c * (float) 0.166));
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outbuf1++;
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*outbuf1 = d;
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outbuf1++;
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//only if enabled, produces crackling/buzzing sounds when input type is not pulse audio (reason still unknown)
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//also, could be improved to provide better audio in the future
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if (state->audio_smoothing == 1)
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{
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if (state->currentslot == 1 && state->dmr_stereo == 1)
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{
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if (state->audio_out_idx2R > 24)
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{
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// smoothing
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outbuf1 -= 16;
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for (j = 0; j < 4; j++)
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{
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for (i = 0; i < 6; i++)
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{
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sum = 0;
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outbuf1 -= 2;
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sum += (int)*outbuf1;
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outbuf1 += 2;
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sum += (int)*outbuf1;
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outbuf1 += 2;
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sum += (int)*outbuf1;
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outbuf1 -= 2;
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*outbuf1 = (sum / (float) 3);
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outbuf1++;
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}
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outbuf1 -= 8;
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}
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}
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}
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if (state->currentslot == 0 && state->dmr_stereo == 1)
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{
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if (state->audio_out_idx2 > 24)
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{
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// smoothing
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outbuf1 -= 16;
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for (j = 0; j < 4; j++)
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{
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for (i = 0; i < 6; i++)
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{
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sum = 0;
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outbuf1 -= 2;
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sum += (int)*outbuf1;
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outbuf1 += 2;
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sum += (int)*outbuf1;
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outbuf1 += 2;
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sum += (int)*outbuf1;
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outbuf1 -= 2;
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*outbuf1 = (sum / (float) 3);
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outbuf1++;
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}
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outbuf1 -= 8;
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}
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}
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}
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if (state->dmr_stereo == 0)
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{
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if (state->audio_out_idx2 > 24)
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{
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// smoothing
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outbuf1 -= 16;
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for (j = 0; j < 4; j++)
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{
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for (i = 0; i < 6; i++)
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{
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sum = 0;
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outbuf1 -= 2;
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sum += (int)*outbuf1;
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outbuf1 += 2;
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sum += (int)*outbuf1;
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outbuf1 += 2;
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sum += (int)*outbuf1;
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outbuf1 -= 2;
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*outbuf1 = (sum / (float) 3);
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outbuf1++;
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}
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outbuf1 -= 8;
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}
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}
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}
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}
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}
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//produce 6 short samples (48k) for every 1 short sample (8k)
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void upsampleS (short invalue, short prev, short outbuf[6])
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{
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UNUSED(prev);
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for (int i = 0; i < 6; i++)
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outbuf[i] = invalue;
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}
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float c, d;
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//legacy 6x simplified version for the float_buf_p
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void upsample (dsd_state * state, float invalue)
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{
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c = prev;
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d = invalue;
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float *outbuf1;
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if (state->currentslot == 0 && state->dmr_stereo == 1)
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outbuf1 = state->audio_out_float_buf_p;
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// basic triangle interpolation
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outbuf[0] = c = ((invalue * (float) 0.166) + (c * (float) 0.834));
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outbuf[1] = c = ((invalue * (float) 0.332) + (c * (float) 0.668));
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outbuf[2] = c = ((invalue * (float) 0.500) + (c * (float) 0.5));
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outbuf[3] = c = ((invalue * (float) 0.668) + (c * (float) 0.332));
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outbuf[4] = c = ((invalue * (float) 0.834) + (c * (float) 0.166));
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outbuf[5] = c = d;
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prev = d; //shift prev to the last d value for the next repitition
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else if (state->currentslot == 1 && state->dmr_stereo == 1)
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outbuf1 = state->audio_out_float_buf_pR;
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else if (state->dmr_stereo == 0)
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outbuf1 = state->audio_out_float_buf_p;
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*outbuf1 = invalue;
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outbuf1++;
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*outbuf1 = invalue;
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outbuf1++;
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*outbuf1 = invalue;
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outbuf1++;
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*outbuf1 = invalue;
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outbuf1++;
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*outbuf1 = invalue;
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outbuf1++;
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*outbuf1 = invalue;
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}
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