rockbox/apps/menus/sound_menu.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2007 Jonathan Gordon
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include <stdbool.h>
#include <stddef.h>
#include <limits.h>
#include "config.h"
#include "sound.h"
#include "lang.h"
#include "action.h"
#include "settings.h"
#include "menu.h"
#include "sound_menu.h"
#include "eq_menu.h"
#include "exported_menus.h"
#include "menu_common.h"
#include "splash.h"
#include "kernel.h"
#include "talk.h"
#include "option_select.h"
#include "misc.h"
static const char* vol_limit_format(char* buffer, size_t buffer_size, int value,
const char* unit)
{
(void)unit;
format_sound_value(buffer, buffer_size, SOUND_VOLUME, value);
return buffer;
}
static int volume_limit_callback(int action,
const struct menu_item_ex *this_item,
struct gui_synclist *this_list)
{
(void)this_item;
(void)this_list;
static struct int_setting volume_limit_int_setting;
volume_limit_int_setting = (struct int_setting)
{
.option_callback = NULL,
.unit = UNIT_DB,
.step = sound_steps(SOUND_VOLUME),
.min = sound_min(SOUND_VOLUME),
.max = sound_max(SOUND_VOLUME),
.formatter = vol_limit_format,
.get_talk_id = NULL
};
struct settings_list setting;
setting.flags = F_BANFROMQS|F_INT_SETTING|F_T_INT|F_NO_WRAP;
setting.lang_id = LANG_VOLUME_LIMIT;
setting.default_val.int_ = volume_limit_int_setting.max;
setting.int_setting = &volume_limit_int_setting;
switch (action)
{
case ACTION_ENTER_MENUITEM:
setting.setting = &global_settings.volume_limit;
option_screen(&setting, NULL, false, ID2P(LANG_VOLUME_LIMIT));
/* Fallthrough */
case ACTION_EXIT_MENUITEM: /* on exit */
setvol();
break;
}
return action;
}
/***********************************/
/* SOUND MENU */
MENUITEM_SETTING(volume, &global_settings.volume, NULL);
MENUITEM_SETTING(volume_limit, &global_settings.volume_limit, volume_limit_callback);
#ifdef AUDIOHW_HAVE_BASS
MENUITEM_SETTING(bass, &global_settings.bass,
#ifdef HAVE_SW_TONE_CONTROLS
lowlatency_callback
#else
NULL
#endif
);
#ifdef AUDIOHW_HAVE_BASS_CUTOFF
MENUITEM_SETTING(bass_cutoff, &global_settings.bass_cutoff, NULL);
#endif
#endif /* AUDIOHW_HAVE_BASS */
#ifdef AUDIOHW_HAVE_TREBLE
MENUITEM_SETTING(treble, &global_settings.treble,
#ifdef HAVE_SW_TONE_CONTROLS
lowlatency_callback
#else
NULL
#endif
);
#ifdef AUDIOHW_HAVE_TREBLE_CUTOFF
MENUITEM_SETTING(treble_cutoff, &global_settings.treble_cutoff, NULL);
#endif
#endif /* AUDIOHW_HAVE_TREBLE */
MENUITEM_SETTING(balance, &global_settings.balance, NULL);
MENUITEM_SETTING(channel_config, &global_settings.channel_config,
lowlatency_callback
);
MENUITEM_SETTING(stereo_width, &global_settings.stereo_width,
lowlatency_callback
);
#ifdef AUDIOHW_HAVE_DEPTH_3D
MENUITEM_SETTING(depth_3d, &global_settings.depth_3d, NULL);
#endif
#ifdef AUDIOHW_HAVE_FILTER_ROLL_OFF
MENUITEM_SETTING(roll_off, &global_settings.roll_off, NULL);
#endif
#ifdef AUDIOHW_HAVE_POWER_MODE
MENUITEM_SETTING(power_mode, &global_settings.power_mode, NULL);
#endif
/* Crossfeed Submenu */
MENUITEM_SETTING(crossfeed, &global_settings.crossfeed, lowlatency_callback);
MENUITEM_SETTING(crossfeed_direct_gain,
&global_settings.crossfeed_direct_gain, lowlatency_callback);
MENUITEM_SETTING(crossfeed_cross_gain,
&global_settings.crossfeed_cross_gain, lowlatency_callback);
MENUITEM_SETTING(crossfeed_hf_attenuation,
&global_settings.crossfeed_hf_attenuation, lowlatency_callback);
MENUITEM_SETTING(crossfeed_hf_cutoff,
&global_settings.crossfeed_hf_cutoff, lowlatency_callback);
MAKE_MENU(crossfeed_menu,ID2P(LANG_CROSSFEED), NULL, Icon_NOICON,
&crossfeed, &crossfeed_direct_gain, &crossfeed_cross_gain,
&crossfeed_hf_attenuation, &crossfeed_hf_cutoff);
#ifdef HAVE_PITCHCONTROL
static int timestretch_callback(int action,
const struct menu_item_ex *this_item,
struct gui_synclist *this_list)
{
(void)this_list;
switch (action)
{
case ACTION_EXIT_MENUITEM: /* on exit */
if (global_settings.timestretch_enabled && !dsp_timestretch_available())
splash(HZ*2, ID2P(LANG_PLEASE_REBOOT));
break;
}
lowlatency_callback(action, this_item, NULL);
return action;
}
MENUITEM_SETTING(timestretch_enabled,
&global_settings.timestretch_enabled, timestretch_callback);
#endif
MENUITEM_SETTING(dithering_enabled,
&global_settings.dithering_enabled, lowlatency_callback);
MENUITEM_SETTING(afr_enabled,
&global_settings.afr_enabled, lowlatency_callback);
MENUITEM_SETTING(pbe,
&global_settings.pbe, lowlatency_callback);
MENUITEM_SETTING(pbe_precut,
&global_settings.pbe_precut, lowlatency_callback);
MAKE_MENU(pbe_menu,ID2P(LANG_PBE), NULL, Icon_NOICON,
&pbe,&pbe_precut);
MENUITEM_SETTING(surround_enabled,
&global_settings.surround_enabled, lowlatency_callback);
MENUITEM_SETTING(surround_balance,
&global_settings.surround_balance, lowlatency_callback);
MENUITEM_SETTING(surround_fx1,
&global_settings.surround_fx1, lowlatency_callback);
MENUITEM_SETTING(surround_fx2,
&global_settings.surround_fx2, lowlatency_callback);
MENUITEM_SETTING(surround_method2,
&global_settings.surround_method2, lowlatency_callback);
MENUITEM_SETTING(surround_mix,
&global_settings.surround_mix, lowlatency_callback);
MAKE_MENU(surround_menu,ID2P(LANG_SURROUND), NULL, Icon_NOICON,
&surround_enabled,&surround_balance,&surround_fx1,&surround_fx2,&surround_method2,&surround_mix);
/* compressor submenu */
MENUITEM_SETTING(compressor_threshold,
&global_settings.compressor_settings.threshold,
lowlatency_callback);
MENUITEM_SETTING(compressor_gain,
&global_settings.compressor_settings.makeup_gain,
lowlatency_callback);
MENUITEM_SETTING(compressor_ratio,
&global_settings.compressor_settings.ratio,
lowlatency_callback);
MENUITEM_SETTING(compressor_knee,
&global_settings.compressor_settings.knee,
lowlatency_callback);
DSP Compressor: Sidechain, Exponential Atk/Rls This is an improvement to the current compressor which I have added to my own Sansa Fuze V2 build. I am submitting here in case others find it interesting. Features added to the existing compressor: Attack, Look-ahead, Sidechain Filtering. Exponential attack and release characteristic response. Benefits from adding missing features: Attack: Preserve perceived "brightness" of tone by letting onset transients come through at a higher level than the rest of the compressed program material. Look-ahead: With Attack comes clipping on the leading several cycles of a transient onset. With look-ahead function, this can be pre-emptively mitigated with a slower gain change (less distortion). Look-ahead limiting is implemented to prevent clipping while keeping gain change ramp to an interval near 3ms instead of instant attack. The existing compressor implementation distorts the leading edge of a transient by causing instant gain change, resulting in log() distortion. This sounds "woofy" to me. Exponential Attack/Release: eMore natural sounding. On attack, this is a true straight line of 10dB per attack interval. Release is a little different, however, sounds natural as an analog compressor. Sidechain Filtering: Mild high-pass filter reduces response to low frequency onsets. For example, a hard kick drum is less likely to make the whole of the program material appear to fade in and out. Combined with a moderate attack time, such a transient will ride through with minimal audible artifact. Overall these changes make dynamic music sound more "open", more natural. The goal of a compressor is to make dyanamic music sound louder without necessarily sounding as though it has been compressed. I believe these changes come closer to this goal. Enjoy. If not, I am enjoying it Change-Id: I664eace546c364b815b4dc9ed4a72849231a0eb2 Reviewed-on: http://gerrit.rockbox.org/626 Tested: Purling Nayuki <cyq.yzfl@gmail.com> Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
2013-10-03 12:57:00 +00:00
MENUITEM_SETTING(compressor_attack,
&global_settings.compressor_settings.attack_time,
lowlatency_callback);
MENUITEM_SETTING(compressor_release,
&global_settings.compressor_settings.release_time,
lowlatency_callback);
MAKE_MENU(compressor_menu,ID2P(LANG_COMPRESSOR), NULL, Icon_NOICON,
&compressor_threshold, &compressor_gain, &compressor_ratio,
DSP Compressor: Sidechain, Exponential Atk/Rls This is an improvement to the current compressor which I have added to my own Sansa Fuze V2 build. I am submitting here in case others find it interesting. Features added to the existing compressor: Attack, Look-ahead, Sidechain Filtering. Exponential attack and release characteristic response. Benefits from adding missing features: Attack: Preserve perceived "brightness" of tone by letting onset transients come through at a higher level than the rest of the compressed program material. Look-ahead: With Attack comes clipping on the leading several cycles of a transient onset. With look-ahead function, this can be pre-emptively mitigated with a slower gain change (less distortion). Look-ahead limiting is implemented to prevent clipping while keeping gain change ramp to an interval near 3ms instead of instant attack. The existing compressor implementation distorts the leading edge of a transient by causing instant gain change, resulting in log() distortion. This sounds "woofy" to me. Exponential Attack/Release: eMore natural sounding. On attack, this is a true straight line of 10dB per attack interval. Release is a little different, however, sounds natural as an analog compressor. Sidechain Filtering: Mild high-pass filter reduces response to low frequency onsets. For example, a hard kick drum is less likely to make the whole of the program material appear to fade in and out. Combined with a moderate attack time, such a transient will ride through with minimal audible artifact. Overall these changes make dynamic music sound more "open", more natural. The goal of a compressor is to make dyanamic music sound louder without necessarily sounding as though it has been compressed. I believe these changes come closer to this goal. Enjoy. If not, I am enjoying it Change-Id: I664eace546c364b815b4dc9ed4a72849231a0eb2 Reviewed-on: http://gerrit.rockbox.org/626 Tested: Purling Nayuki <cyq.yzfl@gmail.com> Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
2013-10-03 12:57:00 +00:00
&compressor_knee, &compressor_attack, &compressor_release);
#ifdef HAVE_SPEAKER
MENUITEM_SETTING(speaker_mode, &global_settings.speaker_mode, NULL);
#endif
#ifdef AUDIOHW_HAVE_EQ
#endif /* AUDIOHW_HAVE_EQ */
MAKE_MENU(sound_settings, ID2P(LANG_SOUND_SETTINGS), NULL, Icon_Audio,
&volume
,&volume_limit
#ifdef AUDIOHW_HAVE_BASS
,&bass
#endif
#ifdef AUDIOHW_HAVE_BASS_CUTOFF
,&bass_cutoff
#endif
#ifdef AUDIOHW_HAVE_TREBLE
,&treble
#endif
#ifdef AUDIOHW_HAVE_TREBLE_CUTOFF
,&treble_cutoff
#endif
#ifdef AUDIOHW_HAVE_EQ
,&audiohw_eq_tone_controls
#endif
,&balance,&channel_config,&stereo_width
#ifdef AUDIOHW_HAVE_DEPTH_3D
,&depth_3d
#endif
#ifdef AUDIOHW_HAVE_FILTER_ROLL_OFF
,&roll_off
#endif
#ifdef AUDIOHW_HAVE_POWER_MODE
,&power_mode
#endif
,&crossfeed_menu, &equalizer_menu, &dithering_enabled
,&surround_menu, &pbe_menu, &afr_enabled
#ifdef HAVE_PITCHCONTROL
,&timestretch_enabled
#endif
,&compressor_menu
#ifdef HAVE_SPEAKER
,&speaker_mode
#endif
);