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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-10-10 22:59:33 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-10-10 22:59:33 +0000
commit35187604cef84864a908972d07361a5bd57e29ca (patch)
treedc95a8b1abeabd3a466729056ab8d37aaa6e72ea /src/base/URecord.pas
parent58c1daf3692d4c5c534750a4fda97e087b0f0cbb (diff)
parent02bd10f0798829ab69d2028b988cb2a54eae292a (diff)
downloadusdx-svn/1.1.tar.gz
usdx-svn/1.1.tar.xz
usdx-svn/1.1.zip
rename trunk to 1.1svn/1.1github/svn/1.1
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@2662 b956fd51-792f-4845-bead-9b4dfca2ff2c
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diff --git a/src/base/URecord.pas b/src/base/URecord.pas
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+{* UltraStar Deluxe - Karaoke Game
+ *
+ * UltraStar Deluxe is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; see the file COPYING. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *}
+
+unit URecord;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ Classes,
+ Math,
+ sdl,
+ SysUtils,
+ UCommon,
+ UMusic,
+ UIni;
+
+const
+ BaseToneFreq = 65.4064; // lowest (half-)tone to analyze (C2 = 65.4064 Hz)
+ NumHalftones = 36; // C2-B4 (for Whitney and my high voice)
+
+type
+ TCaptureBuffer = class
+ private
+ VoiceStream: TAudioVoiceStream; // stream for voice passthrough
+ AnalysisBufferLock: PSDL_Mutex;
+
+ function GetToneString: string; // converts a tone to its string represenatation;
+
+ procedure BoostBuffer(Buffer: PByteArray; Size: integer);
+ procedure ProcessNewBuffer(Buffer: PByteArray; BufferSize: integer);
+
+ // we call it to analyze sound by checking Autocorrelation
+ procedure AnalyzeByAutocorrelation;
+ // use this to check one frequency by Autocorrelation
+ function AnalyzeAutocorrelationFreq(Freq: real): real;
+ public
+ AnalysisBuffer: array[0..4095] of smallint; // newest 4096 samples
+ AnalysisBufferSize: integer; // number of samples of BufferArray to analyze
+
+ LogBuffer: TMemoryStream; // full buffer
+
+ AudioFormat: TAudioFormatInfo;
+
+ // pitch detection
+ // TODO: remove ToneValid, set Tone/ToneAbs=-1 if invalid instead
+ ToneValid: boolean; // true if Tone contains a valid value (otherwise it contains noise)
+ Tone: integer; // tone relative to one octave (e.g. C2=C3=C4). Range: 0-11
+ ToneAbs: integer; // absolute (full range) tone (e.g. C2<>C3). Range: 0..NumHalftones-1
+
+ // methods
+ constructor Create;
+ destructor Destroy; override;
+
+ procedure Clear;
+
+ // use to analyze sound from buffers to get new pitch
+ procedure AnalyzeBuffer;
+ procedure LockAnalysisBuffer(); {$IFDEF HasInline}inline;{$ENDIF}
+ procedure UnlockAnalysisBuffer(); {$IFDEF HasInline}inline;{$ENDIF}
+
+ function MaxSampleVolume: single;
+ property ToneString: string READ GetToneString;
+ end;
+
+const
+ DEFAULT_SOURCE_NAME = '[Default]';
+
+type
+ TAudioInputSource = record
+ Name: UTF8String;
+ end;
+
+ // soundcard input-devices information
+ TAudioInputDevice = class
+ public
+ CfgIndex: integer; // index of this device in Ini.InputDeviceConfig
+ Name: UTF8String; // soundcard name
+ Source: array of TAudioInputSource; // soundcard input-sources
+ SourceRestore: integer; // source-index that will be selected after capturing (-1: not detected)
+ MicSource: integer; // source-index of mic (-1: none detected)
+
+ AudioFormat: TAudioFormatInfo; // capture format info (e.g. 44.1kHz SInt16 stereo)
+ CaptureChannel: array of TCaptureBuffer; // sound-buffer references used for mono or stereo channel's capture data
+
+ destructor Destroy; override;
+
+ procedure LinkCaptureBuffer(ChannelIndex: integer; Sound: TCaptureBuffer);
+
+ // TODO: add Open/Close functions so Start/Stop becomes faster
+ //function Open(): boolean; virtual; abstract;
+ //function Close(): boolean; virtual; abstract;
+ function Start(): boolean; virtual; abstract;
+ function Stop(): boolean; virtual; abstract;
+
+ function GetVolume(): single; virtual; abstract;
+ procedure SetVolume(Volume: single); virtual; abstract;
+ end;
+
+ TBooleanDynArray = array of boolean;
+
+ TAudioInputProcessor = class
+ public
+ Sound: array of TCaptureBuffer; // sound-buffers for every player
+ DeviceList: array of TAudioInputDevice;
+
+ constructor Create;
+ destructor Destroy; override;
+
+ procedure UpdateInputDeviceConfig;
+
+ {**
+ * Validates the mic settings.
+ * If a player was assigned to multiple mics a popup will be displayed
+ * with the ID of the player.
+ * The return value is the player number of the first player that is not
+ * configured correctly or 0 if all players are correct.
+ *}
+ function ValidateSettings: integer;
+
+ {**
+ * Checks if players 1 to PlayerCount are configured correctly.
+ * A player is configured if a device's channel is assigned to him.
+ * For each player (up to PlayerCount) the state will be in PlayerState.
+ * If a player's state is true the player is configured, otherwise not.
+ * The return value is the player number of the first player that is not
+ * configured correctly or 0 if all players are correct.
+ * The PlayerState array is zero based (index 0 for player 1).
+ *}
+ function CheckPlayersConfig(PlayerCount: cardinal;
+ var PlayerState: TBooleanDynArray): integer; overload;
+
+ {**
+ * Same as the array version but it does not output a state for each player.
+ *}
+ function CheckPlayersConfig(PlayerCount: cardinal): integer; overload;
+
+ {**
+ * Handle microphone input
+ *}
+ procedure HandleMicrophoneData(Buffer: PByteArray; Size: integer;
+ InputDevice: TAudioInputDevice);
+ end;
+
+ TAudioInputBase = class( TInterfacedObject, IAudioInput )
+ private
+ Started: boolean;
+ protected
+ function UnifyDeviceName(const name: UTF8String; deviceIndex: integer): UTF8String;
+ public
+ function GetName: String; virtual; abstract;
+ function InitializeRecord: boolean; virtual; abstract;
+ function FinalizeRecord: boolean; virtual;
+
+ procedure CaptureStart;
+ procedure CaptureStop;
+ end;
+
+ TSmallIntArray = array [0..(MaxInt div SizeOf(SmallInt))-1] of SmallInt;
+ PSmallIntArray = ^TSmallIntArray;
+
+ function AudioInputProcessor(): TAudioInputProcessor;
+
+implementation
+
+uses
+ ULog,
+ UNote;
+
+var
+ singleton_AudioInputProcessor : TAudioInputProcessor = nil;
+
+{ Global }
+
+function AudioInputProcessor(): TAudioInputProcessor;
+begin
+ if singleton_AudioInputProcessor = nil then
+ singleton_AudioInputProcessor := TAudioInputProcessor.create();
+
+ result := singleton_AudioInputProcessor;
+end;
+
+{ TAudioInputDevice }
+
+destructor TAudioInputDevice.Destroy;
+begin
+ Stop();
+ Source := nil;
+ CaptureChannel := nil;
+ FreeAndNil(AudioFormat);
+ inherited Destroy;
+end;
+
+procedure TAudioInputDevice.LinkCaptureBuffer(ChannelIndex: integer; Sound: TCaptureBuffer);
+var
+ DeviceCfg: PInputDeviceConfig;
+ OldSound: TCaptureBuffer;
+begin
+ // check bounds
+ if ((ChannelIndex < 0) or (ChannelIndex > High(CaptureChannel))) then
+ Exit;
+
+ // reset previously assigned (old) capture-buffer
+ OldSound := CaptureChannel[ChannelIndex];
+ if (OldSound <> nil) then
+ begin
+ // close voice stream
+ FreeAndNil(OldSound.VoiceStream);
+ // free old audio-format info
+ FreeAndNil(OldSound.AudioFormat);
+ end;
+
+ // set audio-format of new capture-buffer
+ if (Sound <> nil) then
+ begin
+ // copy the input-device audio-format ...
+ Sound.AudioFormat := AudioFormat.Copy;
+ // and adjust it because capture buffers are always mono
+ Sound.AudioFormat.Channels := 1;
+ DeviceCfg := @Ini.InputDeviceConfig[CfgIndex];
+
+ if (Ini.VoicePassthrough = 1) then
+ begin
+ // TODO: map odd players to the left and even players to the right speaker
+ Sound.VoiceStream := AudioPlayback.CreateVoiceStream(CHANNELMAP_FRONT, AudioFormat);
+ end;
+ end;
+
+ // replace old with new buffer (Note: Sound might be nil)
+ CaptureChannel[ChannelIndex] := Sound;
+end;
+
+{ TSound }
+
+constructor TCaptureBuffer.Create;
+begin
+ inherited;
+ LogBuffer := TMemoryStream.Create;
+ AnalysisBufferLock := SDL_CreateMutex();
+ AnalysisBufferSize := Length(AnalysisBuffer);
+end;
+
+destructor TCaptureBuffer.Destroy;
+begin
+ FreeAndNil(LogBuffer);
+ FreeAndNil(VoiceStream);
+ FreeAndNil(AudioFormat);
+ SDL_DestroyMutex(AnalysisBufferLock);
+ inherited;
+end;
+
+procedure TCaptureBuffer.LockAnalysisBuffer();
+begin
+ SDL_mutexP(AnalysisBufferLock);
+end;
+
+procedure TCaptureBuffer.UnlockAnalysisBuffer();
+begin
+ SDL_mutexV(AnalysisBufferLock);
+end;
+
+procedure TCaptureBuffer.Clear;
+begin
+ if assigned(LogBuffer) then
+ LogBuffer.Clear;
+ LockAnalysisBuffer();
+ FillChar(AnalysisBuffer[0], Length(AnalysisBuffer) * SizeOf(SmallInt), 0);
+ UnlockAnalysisBuffer();
+end;
+
+procedure TCaptureBuffer.ProcessNewBuffer(Buffer: PByteArray; BufferSize: integer);
+var
+ BufferOffset: integer;
+ SampleCount: integer;
+ i: integer;
+begin
+ // apply software boost
+ BoostBuffer(Buffer, BufferSize);
+
+ // voice passthrough (send data to playback-device)
+ if (assigned(VoiceStream)) then
+ VoiceStream.WriteData(Buffer, BufferSize);
+
+ // we assume that samples are in S16Int format
+ // TODO: support float too
+ if (AudioFormat.Format <> asfS16) then
+ Exit;
+
+ // process BufferArray
+ BufferOffset := 0;
+
+ SampleCount := BufferSize div SizeOf(SmallInt);
+
+ // check if we have more new samples than we can store
+ if (SampleCount > Length(AnalysisBuffer)) then
+ begin
+ // discard the oldest of the new samples
+ BufferOffset := (SampleCount - Length(AnalysisBuffer)) * SizeOf(SmallInt);
+ SampleCount := Length(AnalysisBuffer);
+ end;
+
+ LockAnalysisBuffer();
+ try
+
+ // move old samples to the beginning of the array (if necessary)
+ for i := 0 to High(AnalysisBuffer)-SampleCount do
+ AnalysisBuffer[i] := AnalysisBuffer[i+SampleCount];
+
+ // copy new samples to analysis buffer
+ Move(Buffer[BufferOffset], AnalysisBuffer[Length(AnalysisBuffer)-SampleCount],
+ SampleCount * SizeOf(SmallInt));
+
+ finally
+ UnlockAnalysisBuffer();
+ end;
+
+ // save capture-data to BufferLong if enabled
+ if (Ini.SavePlayback = 1) then
+ begin
+ // this is just for debugging (approx 15MB per player for a 3min song!!!)
+ // For an in-game replay-mode we need to compress data so we do not
+ // waste that much memory. Maybe ogg-vorbis with voice-preset in fast-mode?
+ // Or we could use a faster but not that efficient lossless compression.
+ LogBuffer.WriteBuffer(Buffer, BufferSize);
+ end;
+end;
+
+procedure TCaptureBuffer.AnalyzeBuffer;
+var
+ Volume: single;
+ MaxVolume: single;
+ SampleIndex: integer;
+ Threshold: single;
+begin
+ ToneValid := false;
+ ToneAbs := -1;
+ Tone := -1;
+
+ LockAnalysisBuffer();
+ try
+
+ // find maximum volume of first 1024 samples
+ MaxVolume := 0;
+ for SampleIndex := 0 to 1023 do
+ begin
+ Volume := Abs(AnalysisBuffer[SampleIndex]) / -Low(Smallint);
+ if Volume > MaxVolume then
+ MaxVolume := Volume;
+ end;
+
+ Threshold := IThresholdVals[Ini.ThresholdIndex];
+
+ // check if signal has an acceptable volume (ignore background-noise)
+ if MaxVolume >= Threshold then
+ begin
+ // analyse the current voice pitch
+ AnalyzeByAutocorrelation;
+ ToneValid := true;
+ end;
+
+ finally
+ UnlockAnalysisBuffer();
+ end;
+end;
+
+procedure TCaptureBuffer.AnalyzeByAutocorrelation;
+var
+ ToneIndex: integer;
+ CurFreq: real;
+ CurWeight: real;
+ MaxWeight: real;
+ MaxTone: integer;
+const
+ HalftoneBase = 1.05946309436; // 2^(1/12) -> HalftoneBase^12 = 2 (one octave)
+begin
+ // prepare to analyze
+ MaxWeight := -1;
+ MaxTone := 0; // this is not needed, but it satifies the compiler
+
+ // analyze halftones
+ // Note: at the lowest tone (~65Hz) and a buffer-size of 4096
+ // at 44.1 (or 48kHz) only 6 (or 5) samples are compared, this might be
+ // too few samples -> use a bigger buffer-size
+ for ToneIndex := 0 to NumHalftones-1 do
+ begin
+ CurFreq := BaseToneFreq * Power(HalftoneBase, ToneIndex);
+ CurWeight := AnalyzeAutocorrelationFreq(CurFreq);
+
+ // TODO: prefer higher frequencies (use >= or use downto)
+ if (CurWeight > MaxWeight) then
+ begin
+ // this frequency has a higher weight
+ MaxWeight := CurWeight;
+ MaxTone := ToneIndex;
+ end;
+ end;
+
+ ToneAbs := MaxTone;
+ Tone := MaxTone mod 12;
+end;
+
+// result medium difference
+function TCaptureBuffer.AnalyzeAutocorrelationFreq(Freq: real): real;
+var
+ Dist: real; // distance (0=equal .. 1=totally different) between correlated samples
+ AccumDist: real; // accumulated distances
+ SampleIndex: integer; // index of sample to analyze
+ CorrelatingSampleIndex: integer; // index of sample one period ahead
+ SamplesPerPeriod: integer; // samples in one period
+begin
+ SampleIndex := 0;
+ SamplesPerPeriod := Round(AudioFormat.SampleRate/Freq);
+ CorrelatingSampleIndex := SampleIndex + SamplesPerPeriod;
+
+ AccumDist := 0;
+
+ // compare correlating samples
+ while (CorrelatingSampleIndex < AnalysisBufferSize) do
+ begin
+ // calc distance (correlation: 1-dist) to corresponding sample in next period
+ Dist := Abs(AnalysisBuffer[SampleIndex] - AnalysisBuffer[CorrelatingSampleIndex]) /
+ High(Word);
+ AccumDist := AccumDist + Dist;
+ Inc(SampleIndex);
+ Inc(CorrelatingSampleIndex);
+ end;
+
+ // return "inverse" average distance (=correlation)
+ Result := 1 - AccumDist / AnalysisBufferSize;
+end;
+
+function TCaptureBuffer.MaxSampleVolume: single;
+var
+ lSampleIndex: integer;
+ lMaxVol: longint;
+begin;
+ LockAnalysisBuffer();
+ try
+ lMaxVol := 0;
+ for lSampleIndex := 0 to High(AnalysisBuffer) do
+ begin
+ if Abs(AnalysisBuffer[lSampleIndex]) > lMaxVol then
+ lMaxVol := Abs(AnalysisBuffer[lSampleIndex]);
+ end;
+ finally
+ UnlockAnalysisBuffer();
+ end;
+
+ result := lMaxVol / -Low(Smallint);
+end;
+
+const
+ ToneStrings: array[0..11] of string = (
+ 'C', 'C#', 'D', 'D#', 'E', 'F', 'F#', 'G', 'G#', 'A', 'A#', 'B'
+ );
+
+function TCaptureBuffer.GetToneString: string;
+begin
+ if (ToneValid) then
+ Result := ToneStrings[Tone] + IntToStr(ToneAbs div 12 + 2)
+ else
+ Result := '-';
+end;
+
+procedure TCaptureBuffer.BoostBuffer(Buffer: PByteArray; Size: integer);
+var
+ i: integer;
+ Value: longint;
+ SampleCount: integer;
+ SampleBuffer: PSmallIntArray; // buffer handled as array of samples
+ Boost: byte;
+begin
+ // TODO: set boost per device
+ case Ini.MicBoost of
+ 0: Boost := 1;
+ 1: Boost := 2;
+ 2: Boost := 4;
+ 3: Boost := 8;
+ else Boost := 1;
+ end;
+
+ // at the moment we will boost SInt16 data only
+ if (AudioFormat.Format = asfS16) then
+ begin
+ // interpret buffer as buffer of bytes
+ SampleBuffer := PSmallIntArray(Buffer);
+ SampleCount := Size div AudioFormat.FrameSize;
+
+ // boost buffer
+ for i := 0 to SampleCount-1 do
+ begin
+ Value := SampleBuffer^[i] * Boost;
+
+ if Value > High(Smallint) then
+ Value := High(Smallint);
+
+ if Value < Low(Smallint) then
+ Value := Low(Smallint);
+
+ SampleBuffer^[i] := Value;
+ end;
+ end;
+end;
+
+{ TAudioInputProcessor }
+
+constructor TAudioInputProcessor.Create;
+var
+ i: integer;
+begin
+ inherited;
+ SetLength(Sound, 6 {max players});//Ini.Players+1);
+ for i := 0 to High(Sound) do
+ Sound[i] := TCaptureBuffer.Create;
+end;
+
+destructor TAudioInputProcessor.Destroy;
+var
+ i: integer;
+begin
+ for i := 0 to High(Sound) do
+ Sound[i].Free;
+ SetLength(Sound, 0);
+ inherited;
+end;
+
+// updates InputDeviceConfig with current input-device information
+// See: TIni.LoadInputDeviceCfg()
+procedure TAudioInputProcessor.UpdateInputDeviceConfig;
+var
+ deviceIndex: integer;
+ newDevice: boolean;
+ deviceIniIndex: integer;
+ deviceCfg: PInputDeviceConfig;
+ device: TAudioInputDevice;
+ channelCount: integer;
+ channelIndex: integer;
+ i: integer;
+begin
+ // Input devices - append detected soundcards
+ for deviceIndex := 0 to High(DeviceList) do
+ begin
+ newDevice := true;
+ //Search for Card in List
+ for deviceIniIndex := 0 to High(Ini.InputDeviceConfig) do
+ begin
+ deviceCfg := @Ini.InputDeviceConfig[deviceIniIndex];
+ device := DeviceList[deviceIndex];
+
+ if (deviceCfg.Name = Trim(device.Name)) then
+ begin
+ newDevice := false;
+
+ // store highest channel index as an offset for the new channels
+ channelIndex := High(deviceCfg.ChannelToPlayerMap);
+ // add missing channels or remove non-existing ones
+ SetLength(deviceCfg.ChannelToPlayerMap, device.AudioFormat.Channels);
+ // assign added channels to no player
+ for i := channelIndex+1 to High(deviceCfg.ChannelToPlayerMap) do
+ begin
+ deviceCfg.ChannelToPlayerMap[i] := CHANNEL_OFF;
+ end;
+
+ // associate ini-index with device
+ device.CfgIndex := deviceIniIndex;
+ break;
+ end;
+ end;
+
+ //If not in List -> Add
+ if newDevice then
+ begin
+ // resize list
+ SetLength(Ini.InputDeviceConfig, Length(Ini.InputDeviceConfig)+1);
+ deviceCfg := @Ini.InputDeviceConfig[High(Ini.InputDeviceConfig)];
+ device := DeviceList[deviceIndex];
+
+ // associate ini-index with device
+ device.CfgIndex := High(Ini.InputDeviceConfig);
+
+ deviceCfg.Name := Trim(device.Name);
+ deviceCfg.Input := 0;
+ deviceCfg.Latency := LATENCY_AUTODETECT;
+
+ channelCount := device.AudioFormat.Channels;
+ SetLength(deviceCfg.ChannelToPlayerMap, channelCount);
+
+ for channelIndex := 0 to channelCount-1 do
+ begin
+ // Do not set any default on first start of USDX.
+ // Otherwise most probably the wrong device (internal sound card)
+ // will be selected.
+ // It is better to force the user to configure the mics himself.
+ deviceCfg.ChannelToPlayerMap[channelIndex] := CHANNEL_OFF;
+ end;
+ end;
+ end;
+end;
+
+function TAudioInputProcessor.ValidateSettings: integer;
+const
+ MAX_PLAYER_COUNT = 6; // FIXME: there should be a global variable for this
+var
+ I, J: integer;
+ PlayerID: integer;
+ PlayerMap: array [0 .. MAX_PLAYER_COUNT - 1] of boolean;
+ InputDevice: TAudioInputDevice;
+ InputDeviceCfg: PInputDeviceConfig;
+begin
+ // mark all players as unassigned
+ for I := 0 to High(PlayerMap) do
+ PlayerMap[I] := false;
+
+ // iterate over all active devices
+ for I := 0 to High(DeviceList) do
+ begin
+ InputDevice := DeviceList[I];
+ InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex];
+ // iterate over all channels of the current devices
+ for J := 0 to High(InputDeviceCfg.ChannelToPlayerMap) do
+ begin
+ // get player that was mapped to the current device channel
+ PlayerID := InputDeviceCfg.ChannelToPlayerMap[J];
+ if (PlayerID <> CHANNEL_OFF) then
+ begin
+ // check if player is already assigned to another device/channel
+ if (PlayerMap[PlayerID - 1]) then
+ begin
+ Result := PlayerID;
+ Exit;
+ end;
+
+ // mark player as assigned to a device
+ PlayerMap[PlayerID - 1] := true;
+ end;
+ end;
+ end;
+ Result := 0;
+end;
+
+function TAudioInputProcessor.CheckPlayersConfig(PlayerCount: cardinal;
+ var PlayerState: TBooleanDynArray): integer;
+var
+ DeviceIndex: integer;
+ ChannelIndex: integer;
+ Device: TAudioInputDevice;
+ DeviceCfg: PInputDeviceConfig;
+ PlayerIndex: integer;
+ I: integer;
+begin
+ SetLength(PlayerState, PlayerCount);
+ // set all entries to "not configured"
+ for I := 0 to High(PlayerState) do
+ begin
+ PlayerState[I] := false;
+ end;
+
+ // check each used device
+ for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do
+ begin
+ Device := AudioInputProcessor.DeviceList[DeviceIndex];
+ if not assigned(Device) then
+ continue;
+ DeviceCfg := @Ini.InputDeviceConfig[Device.CfgIndex];
+
+ // check if device is used
+ for ChannelIndex := 0 to High(DeviceCfg.ChannelToPlayerMap) do
+ begin
+ PlayerIndex := DeviceCfg.ChannelToPlayerMap[ChannelIndex] - 1;
+ if (PlayerIndex >= 0) and (PlayerIndex < PlayerCount) then
+ PlayerState[PlayerIndex] := true;
+ end;
+ end;
+
+ Result := 0;
+ for I := 0 to High(PlayerState) do
+ begin
+ if (PlayerState[I] = false) then
+ begin
+ Result := I + 1;
+ Break;
+ end;
+ end;
+end;
+
+function TAudioInputProcessor.CheckPlayersConfig(PlayerCount: cardinal): integer;
+var
+ PlayerState: TBooleanDynArray;
+begin
+ Result := CheckPlayersConfig(PlayerCount, PlayerState);
+end;
+
+{*
+ * Handles captured microphone input data.
+ * Params:
+ * Buffer - buffer of signed 16bit interleaved stereo PCM-samples.
+ * Interleaved means that a right-channel sample follows a left-
+ * channel sample and vice versa (0:left[0],1:right[0],2:left[1],...).
+ * Length - number of bytes in Buffer
+ * Input - Soundcard-Input used for capture
+ *}
+procedure TAudioInputProcessor.HandleMicrophoneData(Buffer: PByteArray; Size: integer; InputDevice: TAudioInputDevice);
+var
+ MultiChannelBuffer: PByteArray; // buffer handled as array of bytes (offset relative to channel)
+ SingleChannelBuffer: PByteArray; // temporary buffer for new samples per channel
+ SingleChannelBufferSize: integer;
+ ChannelIndex: integer;
+ CaptureChannel: TCaptureBuffer;
+ AudioFormat: TAudioFormatInfo;
+ SampleSize: integer;
+ SamplesPerChannel: integer;
+ i: integer;
+begin
+ AudioFormat := InputDevice.AudioFormat;
+ SampleSize := AudioSampleSize[AudioFormat.Format];
+ SamplesPerChannel := Size div AudioFormat.FrameSize;
+
+ SingleChannelBufferSize := SamplesPerChannel * SampleSize;
+ GetMem(SingleChannelBuffer, SingleChannelBufferSize);
+
+ // process channels
+ for ChannelIndex := 0 to High(InputDevice.CaptureChannel) do
+ begin
+ CaptureChannel := InputDevice.CaptureChannel[ChannelIndex];
+ // check if a capture buffer was assigned, otherwise there is nothing to do
+ if (CaptureChannel <> nil) then
+ begin
+ // set offset according to channel index
+ MultiChannelBuffer := @Buffer[ChannelIndex * SampleSize];
+ // separate channel-data from interleaved multi-channel (e.g. stereo) data
+ for i := 0 to SamplesPerChannel-1 do
+ begin
+ Move(MultiChannelBuffer[i*AudioFormat.FrameSize],
+ SingleChannelBuffer[i*SampleSize],
+ SampleSize);
+ end;
+ CaptureChannel.ProcessNewBuffer(SingleChannelBuffer, SingleChannelBufferSize);
+ end;
+ end;
+
+ FreeMem(SingleChannelBuffer);
+end;
+
+{ TAudioInputBase }
+
+function TAudioInputBase.FinalizeRecord: boolean;
+var
+ i: integer;
+begin
+ for i := 0 to High(AudioInputProcessor.DeviceList) do
+ AudioInputProcessor.DeviceList[i].Free();
+ AudioInputProcessor.DeviceList := nil;
+ Result := true;
+end;
+
+{*
+ * Start capturing on all used input-device.
+ *}
+procedure TAudioInputBase.CaptureStart;
+var
+ S: integer;
+ DeviceIndex: integer;
+ ChannelIndex: integer;
+ Device: TAudioInputDevice;
+ DeviceCfg: PInputDeviceConfig;
+ DeviceUsed: boolean;
+ Player: integer;
+begin
+ if (Started) then
+ CaptureStop();
+
+ // reset buffers
+ for S := 0 to High(AudioInputProcessor.Sound) do
+ AudioInputProcessor.Sound[S].Clear;
+
+ // start capturing on each used device
+ for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do
+ begin
+ Device := AudioInputProcessor.DeviceList[DeviceIndex];
+ if not assigned(Device) then
+ continue;
+ DeviceCfg := @Ini.InputDeviceConfig[Device.CfgIndex];
+
+ DeviceUsed := false;
+
+ // check if device is used
+ for ChannelIndex := 0 to High(DeviceCfg.ChannelToPlayerMap) do
+ begin
+ Player := DeviceCfg.ChannelToPlayerMap[ChannelIndex] - 1;
+ if (Player < 0) or (Player >= PlayersPlay) then
+ begin
+ Device.LinkCaptureBuffer(ChannelIndex, nil);
+ end
+ else
+ begin
+ Device.LinkCaptureBuffer(ChannelIndex, AudioInputProcessor.Sound[Player]);
+ DeviceUsed := true;
+ end;
+ end;
+
+ // start device if used
+ if (DeviceUsed) then
+ begin
+ //Log.BenchmarkStart(2);
+ Device.Start();
+ //Log.BenchmarkEnd(2);
+ //Log.LogBenchmark('Device.Start', 2) ;
+ end;
+ end;
+
+ Started := true;
+end;
+
+{*
+ * Stop input-capturing on all soundcards.
+ *}
+procedure TAudioInputBase.CaptureStop;
+var
+ DeviceIndex: integer;
+ ChannelIndex: integer;
+ Device: TAudioInputDevice;
+ DeviceCfg: PInputDeviceConfig;
+begin
+ for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do
+ begin
+ Device := AudioInputProcessor.DeviceList[DeviceIndex];
+ if not assigned(Device) then
+ continue;
+
+ Device.Stop();
+
+ // disconnect capture buffers
+ DeviceCfg := @Ini.InputDeviceConfig[Device.CfgIndex];
+ for ChannelIndex := 0 to High(DeviceCfg.ChannelToPlayerMap) do
+ Device.LinkCaptureBuffer(ChannelIndex, nil);
+ end;
+
+ Started := false;
+end;
+
+function TAudioInputBase.UnifyDeviceName(const name: UTF8String; deviceIndex: integer): UTF8String;
+var
+ count: integer; // count of devices with this name
+
+ function IsDuplicate(const name: UTF8String): boolean;
+ var
+ i: integer;
+ begin
+ Result := false;
+ // search devices with same description
+ for i := 0 to deviceIndex-1 do
+ begin
+ if (AudioInputProcessor.DeviceList[i] <> nil) then
+ begin
+ if (AudioInputProcessor.DeviceList[i].Name = name) then
+ begin
+ Result := true;
+ Break;
+ end;
+ end;
+ end;
+ end;
+
+begin
+ count := 1;
+ result := name;
+
+ // if there is another device with the same ID, search for an available name
+ while (IsDuplicate(result)) do
+ begin
+ Inc(count);
+ // set description
+ result := name + ' ('+IntToStr(count)+')';
+ end;
+end;
+
+end.