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/*
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 * $Id$
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 * Portable Audio I/O Library triangular dither generator
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 *
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 * Based on the Open Source API proposed by Ross Bencina
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 * Copyright (c) 1999-2002 Phil Burk, Ross Bencina
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining
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 * a copy of this software and associated documentation files
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 * (the "Software"), to deal in the Software without restriction,
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 * including without limitation the rights to use, copy, modify, merge,
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 * publish, distribute, sublicense, and/or sell copies of the Software,
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 * and to permit persons to whom the Software is furnished to do so,
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 * subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be
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 * included in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
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 * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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/*
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 * The text above constitutes the entire PortAudio license; however, 
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 * the PortAudio community also makes the following non-binding requests:
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 *
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 * Any person wishing to distribute modifications to the Software is
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 * requested to send the modifications to the original developer so that
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 * they can be incorporated into the canonical version. It is also 
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 * requested that these non-binding requests be included along with the 
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 * license above.
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 */
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/** @file
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 @ingroup common_src
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 @brief Functions for generating dither noise
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*/
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#include "pa_types.h"
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#include "pa_dither.h"
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/* Note that the linear congruential algorithm requires 32 bit integers
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 * because it uses arithmetic overflow. So use PaUint32 instead of
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 * unsigned long so it will work on 64 bit systems.
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 */
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#define PA_DITHER_BITS_   (15)
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void PaUtil_InitializeTriangularDitherState( PaUtilTriangularDitherGenerator *state )
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{
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    state->previous = 0;
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    state->randSeed1 = 22222;
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    state->randSeed2 = 5555555;
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}
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PaInt32 PaUtil_Generate16BitTriangularDither( PaUtilTriangularDitherGenerator *state )
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{
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    PaInt32 current, highPass;
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    /* Generate two random numbers. */
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    state->randSeed1 = (state->randSeed1 * 196314165) + 907633515;
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    state->randSeed2 = (state->randSeed2 * 196314165) + 907633515;
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    /* Generate triangular distribution about 0.
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     * Shift before adding to prevent overflow which would skew the distribution.
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     * Also shift an extra bit for the high pass filter. 
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     */
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#define DITHER_SHIFT_  ((sizeof(PaInt32)*8 - PA_DITHER_BITS_) + 1)
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    current = (((PaInt32)state->randSeed1)>>DITHER_SHIFT_) +
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              (((PaInt32)state->randSeed2)>>DITHER_SHIFT_);
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    /* High pass filter to reduce audibility. */
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    highPass = current - state->previous;
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    state->previous = current;
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    return highPass;
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}
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/* Multiply by PA_FLOAT_DITHER_SCALE_ to get a float between -2.0 and +1.99999 */
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#define PA_FLOAT_DITHER_SCALE_  (1.0f / ((1<<PA_DITHER_BITS_)-1))
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static const float const_float_dither_scale_ = PA_FLOAT_DITHER_SCALE_;
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float PaUtil_GenerateFloatTriangularDither( PaUtilTriangularDitherGenerator *state )
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{
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    PaInt32 current, highPass;
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    /* Generate two random numbers. */
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    state->randSeed1 = (state->randSeed1 * 196314165) + 907633515;
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    state->randSeed2 = (state->randSeed2 * 196314165) + 907633515;
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    /* Generate triangular distribution about 0.
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     * Shift before adding to prevent overflow which would skew the distribution.
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     * Also shift an extra bit for the high pass filter. 
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     */
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    current = (((PaInt32)state->randSeed1)>>DITHER_SHIFT_) +
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              (((PaInt32)state->randSeed2)>>DITHER_SHIFT_);
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    /* High pass filter to reduce audibility. */
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    highPass = current - state->previous;
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    state->previous = current;
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    return ((float)highPass) * const_float_dither_scale_;
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}
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/*
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The following alternate dither algorithms (from musicdsp.org) could be
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considered
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*/
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/*Noise shaped dither  (March 2000)
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-------------------
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This is a simple implementation of highpass triangular-PDF dither with
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2nd-order noise shaping, for use when truncating floating point audio
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data to fixed point.
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The noise shaping lowers the noise floor by 11dB below 5kHz (@ 44100Hz
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sample rate) compared to triangular-PDF dither. The code below assumes
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input data is in the range +1 to -1 and doesn't check for overloads!
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To save time when generating dither for multiple channels you can do
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things like this:  r3=(r1 & 0x7F)<<8; instead of calling rand() again.
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  int   r1, r2;                //rectangular-PDF random numbers
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  float s1, s2;                //error feedback buffers
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  float s = 0.5f;              //set to 0.0f for no noise shaping
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  float w = pow(2.0,bits-1);   //word length (usually bits=16)
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  float wi= 1.0f/w;            
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  float d = wi / RAND_MAX;     //dither amplitude (2 lsb)
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  float o = wi * 0.5f;         //remove dc offset
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  float in, tmp;
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  int   out;
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//for each sample...
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  r2=r1;                               //can make HP-TRI dither by
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  r1=rand();                           //subtracting previous rand()
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  in += s * (s1 + s1 - s2);            //error feedback
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  tmp = in + o + d * (float)(r1 - r2); //dc offset and dither 
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  out = (int)(w * tmp);                //truncate downwards
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  if(tmp<0.0f) out--;                  //this is faster than floor()
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  s2 = s1;                            
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  s1 = in - wi * (float)out;           //error
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-- 
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paul.kellett@maxim.abel.co.uk
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http://www.maxim.abel.co.uk
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*/
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/*
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16-to-8-bit first-order dither
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Type : First order error feedforward dithering code
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References : Posted by Jon Watte
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Notes : 
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This is about as simple a dithering algorithm as you can implement, but it's
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likely to sound better than just truncating to N bits.
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Note that you might not want to carry forward the full difference for infinity.
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It's probably likely that the worst performance hit comes from the saturation
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conditionals, which can be avoided with appropriate instructions on many DSPs
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and integer SIMD type instructions, or CMOV.
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Last, if sound quality is paramount (such as when going from > 16 bits to 16
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bits) you probably want to use a higher-order dither function found elsewhere
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on this site. 
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Code : 
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// This code will down-convert and dither a 16-bit signed short 
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// mono signal into an 8-bit unsigned char signal, using a first 
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// order forward-feeding error term dither. 
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#define uchar unsigned char 
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void dither_one_channel_16_to_8( short * input, uchar * output, int count, int * memory ) 
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{ 
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  int m = *memory; 
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  while( count-- > 0 ) { 
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    int i = *input++; 
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    i += m; 
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    int j = i + 32768 - 128; 
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    uchar o; 
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    if( j < 0 ) { 
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      o = 0; 
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    } 
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    else if( j > 65535 ) { 
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      o = 255; 
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    } 
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    else { 
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      o = (uchar)((j>>8)&0xff); 
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    } 
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    m = ((j-32768+128)-i); 
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    *output++ = o; 
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  } 
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  *memory = m; 
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} 
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*/