HydrogenAudio

Lossless Audio Compression => FLAC => Topic started by: Rodion on 2014-03-08 12:58:57

Title: 16 bits FLAC file data to 32 bit float buffer for CPU processing
Post by: Rodion on 2014-03-08 12:58:57
Hello.I create FLAC file decoding, processing and playing program and have the following question : how to convert FLAC 16 bit file data to 32 bit float buffer for CPU processing? I've already inplemented sound playing and tested it with sine wave - it works without problems; I even made writing into decoding buffer values of sine wave, instead of decoded FLAC file data, and it also works without problems; now I try different approaches to convert FLAC 16 bits sound data to 32 bits float CPU buffer, but they give noise or sound with artefacts. I use Stream Decoder from FLAC C API and my write_callback is as follows :

Code: [Select]
FLAC__StreamDecoderWriteStatus write_callback ( const FLAC__StreamDecoder *decoder, const FLAC__Frame *frame, const FLAC__int32 * const buffer[], void * client_data ) {
  size_t                                i;

  BYTE *                                ChannelDataBuffer;
  WORD *                                WORDChannelDataBuffer;
  DWORD *                               DWORDChannelDataBuffer;
  int *                                 IntChannelDataBuffer;



  if ( bps == 16 ) {
    ChannelDataBuffer                   = ( BYTE * ) buffer [ 0 ];
    WORDChannelDataBuffer               = ( WORD * ) buffer [ 0 ];
    DWORDChannelDataBuffer              = ( DWORD * ) buffer [ 0 ];
    IntChannelDataBuffer                = ( int * ) buffer [ 0 ];

    for ( i = 0; i < frame -> header.blocksize; i++ ) {
      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( 1.0f + ( float ) sin ( ( ( double ) ( FloatFLACDecodingData.WriteAddress + i ) / ( double ) TABLE_SIZE ) * M_PI * 2.0 * 1.0 ) ) * 0.4f;
      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = float ( ( FLAC__int16 ) buffer [ 0 ] [ i ] ) * 65535.0f;
      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( ( FLAC__int16 ) buffer [ 0 ] [ i ] ) / 65535.0f - 0.5f ) * 2.0f;
      /*FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = float (
                                                                                                              /( ( ( FLAC__int16 ) buffer [ 0 ] [ i ] ) >> 8 ) & 0xff +
                                                                                                              ( ( ( FLAC__int16 ) buffer [ 0 ] [ i ] ) << 8 ) & 0xff00/
                                                                                                              ( ( ( FLAC__int16 ) buffer [ 0 ] [ i ] ) ) & 0xff +
                                                                                                              ( ( ( FLAC__int16 ) buffer [ 0 ] [ i ] ) ) & 0xff00
                                                                                                            ) / 65535.0f;*/
      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( _byteswap_ushort ( ( FLAC__int16 ) buffer [ 0 ] [ i ] ) ) / 65535.0f - 0.5f ) * 2.0f;

      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( WORDChannelDataBuffer [ i ] ) / 65535.0f - 0.5f ) * 2.0f;
      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( _byteswap_ushort ( WORDChannelDataBuffer [ i ] ) ) / 65535.0f - 0.5f ) * 2.0f;
      FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( DWORDChannelDataBuffer [ i ] ) / 65535.0f - 0.5f ) * 2.0f;
      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( _byteswap_ulong ( DWORDChannelDataBuffer [ i ] ) ) / 65535.0f - 0.5f ) * 2.0f;

      //FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( IntChannelDataBuffer [ i ] ) / 65535.0f - 0.5f ) * 2.0f;

    } //-for

    FloatFLACDecodingData.WriteAddress  = FloatFLACDecodingData.WriteAddress + frame -> header.blocksize;

  }

  return FLAC__STREAM_DECODER_WRITE_STATUS_CONTINUE;

}


The closes results are with looking on buffer variable as DWORDChannelDataBuffer ( IntChannelDataBuffer and ( FLAC__int16 ) buffer [ 0 ] [ i ] give the same results ), but this approach anyway gives wrong sound - it is somehow too sharp and bright with some "hard edges"; other approaches give very strong noise and some of them give total mess. So, how to convert FLAC 16 bit data into 32 bits float data for CPU buffer, so that it will work in C ++ ?
Title: 16 bits FLAC file data to 32 bit float buffer for CPU processing
Post by: lithopsian on 2014-03-08 14:01:05
You shouldn't have to do any more than cast each sample from int to float.  You'll have to do it sample by sample and into a larger buffer, since the floats are bigger.
Title: 16 bits FLAC file data to 32 bit float buffer for CPU processing
Post by: lvqcl on 2014-03-08 14:21:53
Code: [Select]
FloatFLACDecodingData.LOut[FloatFLACDecodingData.WriteAddress + i] = ((float) buffer[0][i]) / 32768.0f;





Also, relevant link: http://en.wikipedia.org/wiki/Programming_by_permutation (http://en.wikipedia.org/wiki/Programming_by_permutation)
Title: 16 bits FLAC file data to 32 bit float buffer for CPU processing
Post by: Rodion on 2014-03-08 16:36:12
Code: [Select]
FloatFLACDecodingData.LOut[FloatFLACDecodingData.WriteAddress + i] = ((float) buffer[0][i]) / 32768.0f;


Also, relevant link: http://en.wikipedia.org/wiki/Programming_by_permutation (http://en.wikipedia.org/wiki/Programming_by_permutation)


Yes, thank you; doing exactly so solved the problem; output range of audio system is in [ - 1.0f, 1.0f ] range and, it seems, that FLAC data is already signed, so there is need to just divide it by half of MAX_UINT16 and everything works good. It seems that approaches like this ( where I thought that FLAC data is unsigned and moved it from [ 0.0f, 1.0f ] range to [ - 1.0f, 1.0f ] range ) :

Code: [Select]
FloatFLACDecodingData.LOut [ FloatFLACDecodingData.WriteAddress + i ]                         = ( float ( DWORDChannelDataBuffer [ i ] ) / 65535.0f - 0.5f ) * 2.0f;


have given clipping and that caused unnatural sound. So, thank you again and issue is resolved.