v1.2版本改为通过xbox系列手柄进行遥控,并增加智能模式和手动模式

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myperworld committed 2025-10-10 21:58:44 +08:00
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#pragma once
#include "fl/fft.h"
#include "fl/math.h"
#include "fl/vector.h"
#include "fl/stdint.h"
#include "fl/int.h"
#include "fl/audio.h"
#include "fl/array.h"
#include "fl/unique_ptr.h"
#include "fl/sketch_macros.h"
#include "crgb.h"
#include "fl/colorutils.h"
namespace fl {
// Forward declarations for enhanced beat detection
class SpectralFluxDetector;
class PerceptualWeighting;
// Audio data structure - matches original WLED output with extensions
struct AudioData {
float volume = 0.0f; // Overall volume level (0-255)
float volumeRaw = 0.0f; // Raw volume without smoothing
float peak = 0.0f; // Peak level (0-255)
bool beatDetected = false; // Beat detection flag
float frequencyBins[16] = {0}; // 16 frequency bins (matches WLED NUM_GEQ_CHANNELS)
float dominantFrequency = 0.0f; // Major peak frequency (Hz)
float magnitude = 0.0f; // FFT magnitude of dominant frequency
fl::u32 timestamp = 0; // millis() when data was captured
// Enhanced beat detection fields
bool bassBeatDetected = false; // Bass-specific beat detection
bool midBeatDetected = false; // Mid-range beat detection
bool trebleBeatDetected = false; // Treble beat detection
float spectralFlux = 0.0f; // Current spectral flux value
float bassEnergy = 0.0f; // Energy in bass frequencies (0-1)
float midEnergy = 0.0f; // Energy in mid frequencies (6-7)
float trebleEnergy = 0.0f; // Energy in treble frequencies (14-15)
};
struct AudioReactiveConfig {
fl::u8 gain = 128; // Input gain (0-255)
fl::u8 sensitivity = 128; // AGC sensitivity
bool agcEnabled = true; // Auto gain control
bool noiseGate = true; // Noise gate
fl::u8 attack = 50; // Attack time (ms) - how fast to respond to increases
fl::u8 decay = 200; // Decay time (ms) - how slow to respond to decreases
u16 sampleRate = 22050; // Sample rate (Hz)
fl::u8 scalingMode = 3; // 0=none, 1=log, 2=linear, 3=sqrt
// Enhanced beat detection configuration
bool enableSpectralFlux = true; // Enable spectral flux-based beat detection
bool enableMultiBand = true; // Enable multi-band beat detection
float spectralFluxThreshold = 0.1f; // Threshold for spectral flux detection
float bassThreshold = 0.15f; // Threshold for bass beat detection
float midThreshold = 0.12f; // Threshold for mid beat detection
float trebleThreshold = 0.08f; // Threshold for treble beat detection
};
class AudioReactive {
public:
AudioReactive();
~AudioReactive();
// Setup
void begin(const AudioReactiveConfig& config = AudioReactiveConfig{});
void setConfig(const AudioReactiveConfig& config);
// Process audio sample - this does all the work immediately
void processSample(const AudioSample& sample);
// Optional: update smoothing without new sample data
void update(fl::u32 currentTimeMs);
// Data access
const AudioData& getData() const;
const AudioData& getSmoothedData() const;
// Convenience accessors
float getVolume() const;
float getBass() const; // Average of bins 0-1
float getMid() const; // Average of bins 6-7
float getTreble() const; // Average of bins 14-15
bool isBeat() const;
// Enhanced beat detection accessors
bool isBassBeat() const;
bool isMidBeat() const;
bool isTrebleBeat() const;
float getSpectralFlux() const;
float getBassEnergy() const;
float getMidEnergy() const;
float getTrebleEnergy() const;
// Effect helpers
fl::u8 volumeToScale255() const;
CRGB volumeToColor(const CRGBPalette16& palette) const;
fl::u8 frequencyToScale255(fl::u8 binIndex) const;
private:
// Internal processing methods
void processFFT(const AudioSample& sample);
void mapFFTBinsToFrequencyChannels();
void updateVolumeAndPeak(const AudioSample& sample);
void detectBeat(fl::u32 currentTimeMs);
void smoothResults();
void applyScaling();
void applyGain();
// Enhanced beat detection methods
void detectEnhancedBeats(fl::u32 currentTimeMs);
void calculateBandEnergies();
void updateSpectralFlux();
void applyPerceptualWeighting();
// Helper methods
float mapFrequencyBin(int fromBin, int toBin);
float computeRMS(const fl::vector<fl::i16>& samples);
// Configuration
AudioReactiveConfig mConfig;
// FFT processing
FFT mFFT;
FFTBins mFFTBins;
// Audio data
AudioData mCurrentData;
AudioData mSmoothedData;
// Processing state
fl::u32 mLastBeatTime = 0;
static constexpr fl::u32 BEAT_COOLDOWN = 100; // 100ms minimum between beats
// Volume tracking for beat detection
float mPreviousVolume = 0.0f;
float mVolumeThreshold = 10.0f;
// Pink noise compensation (from WLED)
static constexpr float PINK_NOISE_COMPENSATION[16] = {
1.70f, 1.71f, 1.73f, 1.78f, 1.68f, 1.56f, 1.55f, 1.63f,
1.79f, 1.62f, 1.80f, 2.06f, 2.47f, 3.35f, 6.83f, 9.55f
};
// AGC state
float mAGCMultiplier = 1.0f;
float mMaxSample = 0.0f;
float mAverageLevel = 0.0f;
// Enhanced beat detection components
fl::unique_ptr<SpectralFluxDetector> mSpectralFluxDetector;
fl::unique_ptr<PerceptualWeighting> mPerceptualWeighting;
// Enhanced beat detection state
fl::array<float, 16> mPreviousMagnitudes;
};
// Spectral flux-based onset detection for enhanced beat detection
class SpectralFluxDetector {
public:
SpectralFluxDetector();
~SpectralFluxDetector();
void reset();
bool detectOnset(const float* currentBins, const float* previousBins);
float calculateSpectralFlux(const float* currentBins, const float* previousBins);
void setThreshold(float threshold);
float getThreshold() const;
private:
float mFluxThreshold;
fl::array<float, 16> mPreviousMagnitudes;
#if SKETCH_HAS_LOTS_OF_MEMORY
fl::array<float, 32> mFluxHistory; // For advanced smoothing
fl::size mHistoryIndex;
float calculateAdaptiveThreshold();
#endif
};
// Multi-band beat detection for different frequency ranges
struct BeatDetectors {
BeatDetectors();
~BeatDetectors();
void reset();
void detectBeats(const float* frequencyBins, AudioData& audioData);
void setThresholds(float bassThresh, float midThresh, float trebleThresh);
private:
#if SKETCH_HAS_LOTS_OF_MEMORY
SpectralFluxDetector bass; // 20-200 Hz (bins 0-1)
SpectralFluxDetector mid; // 200-2000 Hz (bins 6-7)
SpectralFluxDetector treble; // 2000-20000 Hz (bins 14-15)
#else
SpectralFluxDetector combined; // Single detector for memory-constrained
#endif
// Energy tracking for band-specific thresholds
float mBassEnergy;
float mMidEnergy;
float mTrebleEnergy;
float mPreviousBassEnergy;
float mPreviousMidEnergy;
float mPreviousTrebleEnergy;
};
// Perceptual audio weighting for psychoacoustic processing
class PerceptualWeighting {
public:
PerceptualWeighting();
~PerceptualWeighting();
void applyAWeighting(AudioData& data) const;
void applyLoudnessCompensation(AudioData& data, float referenceLevel) const;
private:
// A-weighting coefficients for 16-bin frequency analysis
static constexpr float A_WEIGHTING_COEFFS[16] = {
0.5f, 0.6f, 0.8f, 1.0f, 1.2f, 1.3f, 1.4f, 1.4f,
1.3f, 1.2f, 1.0f, 0.8f, 0.6f, 0.4f, 0.2f, 0.1f
};
#if SKETCH_HAS_LOTS_OF_MEMORY
fl::array<float, 16> mLoudnessHistory; // For dynamic compensation
fl::size mHistoryIndex;
#endif
};
} // namespace fl