feat(audio): optimize equalizer with stereo support and gain caching
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This commit is contained in:
Jose Luis Montañes Ojados
2026-01-17 20:49:16 +01:00
parent 711eb148df
commit be929ce55a
5 changed files with 203 additions and 138 deletions

View File

@@ -1,97 +1,53 @@
package audio
import (
"math"
"github.com/moutend/go-equalizer/pkg/equalizer"
)
// BiquadFilter represents a second-order IIR filter.
// Formulas from RBJ Audio-EQ-Cookbook.
type BiquadFilter struct {
// Coefficients
b0, b1, b2, a1, a2 float64
// State (history)
x1, x2, y1, y2 float64
}
// NewPeakingEQ creates a peaking EQ filter (boost/cut at specific frequency)
// rate: sample rate (e.g. 48000)
// freq: center frequency in Hz
// q: quality factor (width of the bell)
// dbGain: gain in decibels (e.g. +3.0, -6.0)
func NewPeakingEQ(rate, freq, q, dbGain float64) *BiquadFilter {
f := &BiquadFilter{}
f.Configure(rate, freq, q, dbGain)
return f
}
// Configure recalculates coefficients
func (f *BiquadFilter) Configure(rate, freq, q, dbGain float64) {
// Intermediate variables
A := math.Pow(10, dbGain/40)
omega := 2 * math.Pi * freq / rate
sn := math.Sin(omega)
cs := math.Cos(omega)
alpha := sn / (2 * q)
// Coefficients
b0 := 1 + alpha*A
b1 := -2 * cs
b2 := 1 - alpha*A
a0 := 1 + alpha/A
a1 := -2 * cs
a2 := 1 - alpha/A
// Normalize by a0
invA0 := 1 / a0
f.b0 = b0 * invA0
f.b1 = b1 * invA0
f.b2 = b2 * invA0
f.a1 = a1 * invA0
f.a2 = a2 * invA0
}
// Process processes a single sample
func (f *BiquadFilter) Process(in float64) float64 {
// Difference equation:
// y[n] = b0*x[n] + b1*x[n-1] + b2*x[n-2] - a1*y[n-1] - a2*y[n-2]
out := f.b0*in + f.b1*f.x1 + f.b2*f.x2 - f.a1*f.y1 - f.a2*f.y2
// Update history
f.x2 = f.x1
f.x1 = in
f.y2 = f.y1
f.y1 = out
return out
}
// Reset clears the filter memory
func (f *BiquadFilter) Reset() {
f.x1, f.x2, f.y1, f.y2 = 0, 0, 0, 0
}
// EQChain manages a cascade of filters (our 5 bands)
// EQChain manages a cascade of filters using go-equalizer library
// Now supports Stereo processing (Left/Right)
// EQChain manages a cascade of filters using go-equalizer library
// Now supports Stereo processing (Left/Right)
type EQChain struct {
Filters []*BiquadFilter
FiltersLeft []*equalizer.Filter
FiltersRight []*equalizer.Filter
buffer []float64 // Reusable scratch buffer for processing
currentGains []float64 // Cache of current gain values
}
// NewEQChain creates the standard 5-band EQ chain
// NewEQChain creates the standard 5-band EQ chain (Stereo)
func NewEQChain(sampleRate float64) *EQChain {
// Standard bands: 100, 350, 1000, 3000, 8000
// Width = 1.0 (approx 1 octave)
createChain := func() []*equalizer.Filter {
f1 := equalizer.NewPeaking(sampleRate, 100, 1.0, 0)
f2 := equalizer.NewPeaking(sampleRate, 350, 1.0, 0)
f3 := equalizer.NewPeaking(sampleRate, 1000, 1.0, 0)
f4 := equalizer.NewPeaking(sampleRate, 3000, 1.0, 0)
f5 := equalizer.NewPeaking(sampleRate, 8000, 1.0, 0)
return []*equalizer.Filter{f1, f2, f3, f4, f5}
}
return &EQChain{
Filters: []*BiquadFilter{
NewPeakingEQ(sampleRate, 100, 1.0, 0), // SUB (Reduced from 1000 to proper bass freq)
NewPeakingEQ(sampleRate, 350, 1.0, 0), // LOW
NewPeakingEQ(sampleRate, 1000, 1.0, 0), // MID
NewPeakingEQ(sampleRate, 3000, 1.0, 0), // HI
NewPeakingEQ(sampleRate, 8000, 1.0, 0), // AIR
},
FiltersLeft: createChain(),
FiltersRight: createChain(),
buffer: make([]float64, 1920), // Pre-allocate for Stereo 20ms frame (960*2)
currentGains: make([]float64, 5), // Initialize cache with 0.0
}
}
// SetGain sets the gain for a specific band index (0-4)
func (e *EQChain) SetGain(bandIdx int, dbGain float64) {
if bandIdx < 0 || bandIdx >= len(e.Filters) {
if bandIdx < 0 || bandIdx >= 5 {
return
}
// Optimization: If gain hasn't changed, DO NOT recreate filter.
// Recreating the filter resets its internal history state (bi-quad delay buffers),
// causing audible clicks/pops (discontinuities) at every 20ms frame boundary.
const epsilon = 0.001
if delta := dbGain - e.currentGains[bandIdx]; delta > -epsilon && delta < epsilon {
return
}
@@ -99,37 +55,81 @@ func (e *EQChain) SetGain(bandIdx int, dbGain float64) {
// Frequencies map to our standard bands
freqs := []float64{100, 350, 1000, 3000, 8000}
e.Filters[bandIdx].Configure(rate, freqs[bandIdx], 1.0, dbGain)
// Create new filter with updated gain
// We use width=1.0 consistent with constructor
// Update BOTH Left and Right to keep balance
e.FiltersLeft[bandIdx] = equalizer.NewPeaking(rate, freqs[bandIdx], 1.0, dbGain)
e.FiltersRight[bandIdx] = equalizer.NewPeaking(rate, freqs[bandIdx], 1.0, dbGain)
// Update cache
e.currentGains[bandIdx] = dbGain
}
// Reset clears history of all filters
func (e *EQChain) Reset() {
for _, f := range e.Filters {
f.Reset()
}
// The library does not expose a Reset method.
}
// ProcessBlock processes a slice of samples in-place (or returns new slice)
// We'll return a new float buffer for FFT analysis anyway
// Process processes a slice of samples (Interleaved Stereo)
func (e *EQChain) Process(samples []int16) []int16 {
out := make([]int16, len(samples))
// Grow buffer if needed
if cap(e.buffer) < len(samples) {
e.buffer = make([]float64, len(samples))
}
e.buffer = e.buffer[:len(samples)]
// Float conversion with normalization (-1.0 to 1.0)
// We also apply a slight pre-attenuation (Headroom) to avoid clipping when boosting EQ.
// -3dB = 0.707
const headroom = 0.707
const norm = 1.0 / 32768.0
for i, s := range samples {
val := float64(s)
e.buffer[i] = float64(s) * norm * headroom
}
// Run through cascade
for _, f := range e.Filters {
val = f.Process(val)
// Filter processing
// Input is assumed to be Interleaved Stereo: L, R, L, R...
// We iterate by 2 to process pairs.
for i := 0; i < len(e.buffer); i += 2 {
if i+1 >= len(e.buffer) {
break
}
// Clip
valL := e.buffer[i]
valR := e.buffer[i+1]
// Run through LEFT chain
for _, f := range e.FiltersLeft {
valL = f.Apply(valL)
}
// Run through RIGHT chain
for _, f := range e.FiltersRight {
valR = f.Apply(valR)
}
// Write back to buffer
e.buffer[i] = valL
e.buffer[i+1] = valR
}
// Convert back to int16
for i, val := range e.buffer {
// Denormalize
val = val * 32767.0
// Hard clipping
if val > 32767 {
val = 32767
} else if val < -32768 {
val = -32768
}
out[i] = int16(val)
// Write back directly to samples
samples[i] = int16(val)
}
return out
return samples
}

View File

@@ -83,7 +83,7 @@ func CalculateEQBands(samples []int16, sampleRate int) []float64 {
// Normalize output for visualization (0.0 to 1.0)
// We need some scaling factor. Based on expected signals.
const scale = 50.0 // heuristic
const scale = 10.0 // Reduced from 50.0 to fix saturation
for i := range bands {
bands[i] = bands[i] * scale
if bands[i] > 1.0 {

View File

@@ -69,11 +69,11 @@ func NewPlayer() (*Player, error) {
waveFormat := &wca.WAVEFORMATEX{
WFormatTag: wca.WAVE_FORMAT_PCM,
NChannels: 1,
NChannels: 2, // STEREO
NSamplesPerSec: 48000,
WBitsPerSample: 16,
NBlockAlign: 2,
NAvgBytesPerSec: 96000,
NBlockAlign: 4, // 16bit * 2 channels / 8 = 4 bytes
NAvgBytesPerSec: 192000, // 48000 * 4
CbSize: 0,
}
@@ -167,21 +167,33 @@ func (p *Player) PlayPCM(senderID uint16, samples []int16) {
return
}
// ---------------------------------------------------------
// PHASE 1: Read Configuration (Safe Copy)
// ---------------------------------------------------------
p.bufferMu.Lock()
defer p.bufferMu.Unlock()
// Check per-user mute
if settings, ok := p.userSettings[senderID]; ok && settings.Muted {
settings, hasSettings := p.userSettings[senderID]
if hasSettings && settings.Muted {
p.bufferMu.Unlock()
return
}
// Apply EQ Filters if gains are non-zero
p.ensureEQ(senderID)
// Get EQ Instance (Create if needed)
if _, ok := p.userEQs[senderID]; !ok {
p.userEQs[senderID] = NewEQChain(48000)
}
userEQ := p.userEQs[senderID]
// Check if any band has gain != 0
// Check/Copy Gains
var gains []float64
hasActiveEQ := false
if settings, ok := p.userSettings[senderID]; ok && len(settings.Gains) == 5 {
for _, g := range settings.Gains {
if hasSettings && len(settings.Gains) == 5 {
// Copy gains to avoid race if UI changes them while we process
gains = make([]float64, 5)
copy(gains, settings.Gains)
for _, g := range gains {
if g != 0 {
hasActiveEQ = true
break
@@ -189,33 +201,59 @@ func (p *Player) PlayPCM(senderID uint16, samples []int16) {
}
}
// Apply filters if needed
// Note: We should probably process always if we want smooth transitions,
// but for optimization we skip if all 0.
// However, skipping might cause clicks if we jump from filtered to non-filtered state abruptly.
// For "Pro" audio, always process. For TUI app, let's process if active.
if hasActiveEQ {
if eq, ok := p.userEQs[senderID]; ok {
// Update gains from settings
// (Ideally we only do this on change, but doing it here ensures sync)
gains := p.userSettings[senderID].Gains
for i, g := range gains {
eq.SetGain(i, g)
}
p.bufferMu.Unlock()
// ---------------------------------------------------------
// END PHASE 1 (Lock Released)
// ---------------------------------------------------------
// Process in-place (conceptually) - actually implementation creates new slice
samples = eq.Process(samples)
// ---------------------------------------------------------
// PHASE 2: Heavy Processing (Concurrent)
// ---------------------------------------------------------
// Normalize to Stereo (Interleaved)
// If input is Mono (960 samples), expand to Stereo (1920 samples)
// If input is already Stereo, using it as is.
var stereoSamples []int16
if len(samples) < 1500 { // Heuristic for Mono (960)
stereoSamples = make([]int16, len(samples)*2)
for i, s := range samples {
stereoSamples[i*2] = s
stereoSamples[i*2+1] = s
}
} else {
// Even if not active, we might want to reset filters if they were active before?
// Or just leave them alone.
// Already stereo (assumed)
stereoSamples = make([]int16, len(samples))
copy(stereoSamples, samples)
}
// Apply EQ Filters if needed
if hasActiveEQ {
// Update gains on the private EQ instance (Thread-safe per user)
for i, g := range gains {
userEQ.SetGain(i, g)
}
// Process Stereo
stereoSamples = userEQ.Process(stereoSamples)
}
// Calculate EQ bands for visualization
// We do this BEFORE appending to buffer to ensure we have visual feedback even if buffer is full/lagging
// This is a "fire and forget" calculation for UI
bands := CalculateEQBands(samples, 48000)
// Downmix to Mono for FFT visualization to save CPU and complexity
vizSamples := make([]int16, len(stereoSamples)/2)
for i := 0; i < len(vizSamples); i++ {
// Average L+R
val := (int32(stereoSamples[i*2]) + int32(stereoSamples[i*2+1])) / 2
vizSamples[i] = int16(val)
}
bands := CalculateEQBands(vizSamples, 48000)
// ---------------------------------------------------------
// PHASE 3: Write Output (Lock Acquired)
// ---------------------------------------------------------
p.bufferMu.Lock()
defer p.bufferMu.Unlock()
// Re-check existence (could have disconnected?)
// Update user settings with new bands
if _, ok := p.userSettings[senderID]; !ok {
p.userSettings[senderID] = &UserSettings{Volume: 1.0, Muted: false}
@@ -223,13 +261,18 @@ func (p *Player) PlayPCM(senderID uint16, samples []int16) {
p.userSettings[senderID].EQBands = bands
// Append to user's specific buffer
// This ensures sequential playback for the same user
p.userBuffers[senderID] = append(p.userBuffers[senderID], samples...)
p.userBuffers[senderID] = append(p.userBuffers[senderID], stereoSamples...)
// Limit buffer size per user to avoid memory leaks if stalled
if len(p.userBuffers[senderID]) > 48000*2 { // 2 seconds max
// Limit buffer size per user (Stereo 2sec = 48000*2*2 = 192000 items)
// frameSamples is 960 (20ms). 2sec = 100 frames * 960 * 2 = 192000
const maxBufferSize = 48000 * 2 * 2 // 2 seconds stereo
if len(p.userBuffers[senderID]) > maxBufferSize {
// Drop oldest
drop := len(p.userBuffers[senderID]) - 48000
drop := len(p.userBuffers[senderID]) - maxBufferSize
// Ensure we drop aligned to stereo frame (even number)
if drop%2 != 0 {
drop++
}
p.userBuffers[senderID] = p.userBuffers[senderID][drop:]
}
}
@@ -389,7 +432,8 @@ func (p *Player) writeFrame() {
p.bufferMu.Lock()
// Mix audio from all active user buffers
mixed := make([]int32, frameSamples)
// Stereo mixing: buffer size is frameSamples * 2
mixed := make([]int32, frameSamples*2)
activeUsers := 0
hasAnyAudio := false
@@ -397,12 +441,15 @@ func (p *Player) writeFrame() {
if len(buf) > 0 {
hasAnyAudio = true
activeUsers++
// Take up to frameSamples from this user
toTake := frameSamples
if len(buf) < frameSamples {
// Take up to frameSamples*2 (Stereo) from this user
toTake := frameSamples * 2
if len(buf) < int(frameSamples)*2 {
toTake = len(buf)
}
// Ensure we take pairs (alignment)
toTake = toTake &^ 1 // clear lowest bit
for i := 0; i < toTake; i++ {
sample := int32(buf[i])
@@ -415,10 +462,10 @@ func (p *Player) writeFrame() {
}
// Advance buffer
if len(buf) <= frameSamples {
delete(p.userBuffers, id)
if len(buf) <= toTake {
delete(p.userBuffers, id) // Finished this buffer
} else {
p.userBuffers[id] = buf[frameSamples:]
p.userBuffers[id] = buf[toTake:]
}
}
}
@@ -441,8 +488,19 @@ func (p *Player) writeFrame() {
p.mu.Unlock()
// Write mixed samples with clipping protection and volume application
bufSlice := unsafe.Slice(buffer, int(frameSamples)*2)
for i := 0; i < int(frameSamples); i++ {
// Output buffer is for Stereo (frameSamples * 2 channels)
bufSlice := unsafe.Slice(buffer, int(frameSamples)*2*2) // *2 channels *2 bytes? No, unsafe.Slice takes count of Type.
// If buffer is *byte, we need bytes. frameSamples * 2 channels * 2 bytes/sample.
// Wait, GetBuffer returns BYTE pointer.
// Let's use uint16 slice.
// The logic below was: binary.LittleEndian.PutUint16(bufSlice[i*2:], ...)
// frameSamples was 960. loop 0..960.
// Now we have Stereo mixed buffer. Length = frameSamples * 2.
// We need to write frameSamples * 2 samples.
// Correct loop for Stereo:
for i := 0; i < int(frameSamples)*2; i++ { // Iterate over all samples (L, R, L, R...)
val := mixed[i]
// Apply master volume
@@ -454,6 +512,10 @@ func (p *Player) writeFrame() {
} else if val < -32768 {
val = -32768
}
// Map to output byte buffer
// i is sample index. Each sample is 2 bytes.
// Offset = i * 2.
binary.LittleEndian.PutUint16(bufSlice[i*2:], uint16(val))
}