fix(mix): reduce waveform smoothing to 15 ms; turn off DEBUG flags
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@@ -3,19 +3,20 @@ namespace DeepDrftContent.Processors;
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/// <summary>
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/// Loudness via root-mean-square amplitude per time bucket. Decodes signed PCM (8-bit unsigned,
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/// 16/24/32-bit signed little-endian), averages channels to mono, partitions the frames into
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/// equal time slices, takes the RMS of each slice, applies a ~50 ms envelope-follower smoothing
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/// equal time slices, takes the RMS of each slice, applies a ~15 ms envelope-follower smoothing
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/// so the contour reads as a smooth curve rather than a spikey polygon, then peak-normalizes so
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/// the loudest bucket is 1. No external audio dependency — operates directly on the WAV data-chunk bytes.
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/// </summary>
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public class RmsLoudnessAlgorithm : ILoudnessAlgorithm
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{
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/// <summary>
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/// Envelope-follower time constant, seconds. ~50 ms is the spec's smoothing target (Phase 10
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/// tuning): long enough to round off the per-bucket RMS spikes into a smooth ribbon contour,
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/// short enough that real loudness transients (kicks, drops) still read. Applied as a symmetric
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/// (forward+backward) one-pole filter so the smoothing introduces no time lag.
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/// Envelope-follower time constant, seconds. ~15 ms is the smoothing target (Phase 10
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/// tuning, reduced from 50 ms which was over-smoothed): long enough to round off the
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/// per-bucket RMS spikes into a smooth ribbon contour, short enough that real loudness
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/// transients (kicks, drops) still read. Applied as a symmetric (forward+backward) one-pole
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/// filter so the smoothing introduces no time lag.
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/// </summary>
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public const double SmoothingTimeConstantSeconds = 0.05;
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public const double SmoothingTimeConstantSeconds = 0.015;
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public double[] Compute(ReadOnlySpan<byte> pcmData, int channels, int sampleRate, int bitsPerSample, int bucketCount)
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{
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@@ -81,7 +82,7 @@ public class RmsLoudnessAlgorithm : ILoudnessAlgorithm
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}
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}
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// Envelope smoothing (~50 ms): round the spikey per-bucket RMS into a smooth contour before
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// Envelope smoothing (~15 ms): round the spikey per-bucket RMS into a smooth contour before
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// peak-normalization, so the rendered ribbon reads as a continuous curve, not faceted polygons.
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// Each bucket spans (totalSeconds / bucketCount) of audio; the filter coefficient is derived
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// from that against the time constant so the smoothing is duration-aware, not a fixed window.
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@@ -117,7 +118,7 @@ public class RmsLoudnessAlgorithm : ILoudnessAlgorithm
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/// Symmetric one-pole envelope smoothing over the per-bucket loudness, in place. A forward pass
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/// then a backward pass cancels the single-pole phase lag, so the smoothed contour stays aligned
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/// with the audio (no rightward time shift). The coefficient <c>a = exp(−bucketSeconds / τ)</c>
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/// gives a ~<paramref name="bucketSeconds"/>-relative response targeting the ~50 ms time constant:
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/// gives a ~<paramref name="bucketSeconds"/>-relative response targeting the ~15 ms time constant:
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/// each bucket blends <c>(1 − a)</c> of itself with <c>a</c> of the running envelope. A near-zero
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/// or non-finite bucket duration leaves the data untouched (nothing to smooth meaningfully).
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/// </summary>
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@@ -57,11 +57,8 @@ public partial class MixWaveformVisualizer : ComponentBase, IAsyncDisposable
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// Bridge-level diagnostics. Mirrors the JS-side DEBUG flag in MixVisualizer.ts: when true the
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// datum-fetch / subscription / playback-coupling seams log to the browser console (prefixed
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// `[MixVisualizer]`, same as the JS logs so the two interleave into one timeline). These pinpoint
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// which upstream link is broken when the ribbon stays blank — set false once confirmed healthy.
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// ON for the Phase 10 reframe Wave R4 controls test (matches the JS-side DEBUG in
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// MixVisualizer.ts). Daniel evaluates the eight-knob bar + pause behavior in-browser; flip back to
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// false at reframe close along with the JS flag.
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private static readonly bool Debug = true;
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// which upstream link is broken when the ribbon stays blank — set true temporarily to diagnose.
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private static readonly bool Debug = false;
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private const string Tag = "[MixVisualizer]";
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private static void DebugLog(string message)
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@@ -364,10 +364,8 @@ const PLAYHEAD_CORRECTION_SNAP_SECONDS = 0.0005;
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// received/uploaded, first-draw dimensions, GL error after first draw) are gated
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// here so they can be silenced once the renderer is confirmed healthy. Leave it on
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// while the runtime fix is being verified through the browser.
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// NOTE: ON for the Phase 10 reframe Wave R4 controls pass. Daniel tests in-browser; the FPS lines
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// (which should hold ~60 even while paused, confirming the continuous-loop power cost is acceptable)
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// + the seven-dial lava line confirm the controls + pause fix. Flip back to false at reframe close.
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const DEBUG = true;
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// NOTE: defaults to false; set true temporarily to surface verbose seams in-browser.
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const DEBUG = false;
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const TAG = '[MixVisualizer]';
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function debugLog(...args: unknown[]): void {
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