Wire engine audio peak metering — UI VU bars now animate
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The DataGrid's per-row audio level bar (in the Live column) was inert because IsoHealthStats.PeakAudioLevel always returned 0.0. Engine work needed: capture NDI audio frames, compute peak amplitude, publish through the existing stats path. Engine: - AudioPeakComputer (new): max-abs computation across NDI's FLTP / FLT / PCM s16 sample formats. Pure managed code, fully unit-tested (14 cases — clamping behaviour, edge cases like short.MinValue overflow, totalSamples-vs-buffer mismatch defenses). - INdiInterop.CaptureAudioPeak (new, default-implemented): polls one audio frame, returns peak in [0,1] or null on timeout. FakeNdiInterop inherits the no-op default; production NdiInteropPInvoke overrides with real FLTP decode through a sibling RecvCaptureV3Audio import + RecvFreeAudioV3. - NdiNative: AudioFrameV3 struct + audio-only RecvCaptureV3 binding + FreeAudioV3. - NdiReceiver: spins up a sibling audio-capture loop alongside the existing video loop on the same lifetime. Audio failures are caught + logged but never re-thrown (a misbehaving audio path must never tear down the live video pipeline). Latest peak published via Volatile<long> (BitConverter int64 bits) so UI reads are torn-free across threads. - IsoPipeline.GetStats: surfaces NdiReceiver.LatestAudioPeak as IsoHealthStats.PeakAudioLevel. UI: - ParticipantViewModel.OnStatsTick already had the decay logic (max-of-new-or-decayed-old, 0.7 multiplier) waiting for real values. No UI changes needed. Tests: 14 new + 141 existing = 155/155 passing. 0 warnings, 0 errors.
This commit is contained in:
parent
554ab9e570
commit
c53c7a7768
7 changed files with 416 additions and 4 deletions
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@ -139,6 +139,58 @@ public sealed class NdiInteropPInvoke : INdiInterop, IDisposable
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}
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}
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/// <summary>
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/// Pulls one audio frame and returns its peak amplitude in [0,1], or null
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/// if the timeout elapsed without an audio frame arriving. Uses the same
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/// underlying NDIlib_recv_capture_v3 the video path does, but binds the
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/// audio output slot only — the receiver's internal queue serves video
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/// and audio independently, so this can be polled from a separate thread
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/// without contending with the video capture loop.
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/// </summary>
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public double? CaptureAudioPeak(NdiReceiverHandle receiver, int timeoutMs)
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{
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var pInvokeReceiver = (NdiPInvokeReceiverHandle)receiver;
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var frameType = NdiNative.RecvCaptureV3Audio(
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pInvokeReceiver.Native,
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IntPtr.Zero,
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out var nativeAudio,
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IntPtr.Zero,
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(uint)Math.Max(0, timeoutMs));
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if (frameType != NdiNative.FrameType.Audio || nativeAudio.p_data == IntPtr.Zero)
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{
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// Free defensively on the off-chance an audio struct was partially
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// populated despite the wrong frame-type return — the SDK's free
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// is a no-op on a zero pointer.
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if (nativeAudio.p_data != IntPtr.Zero)
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NdiNative.RecvFreeAudioV3(pInvokeReceiver.Native, ref nativeAudio);
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return null;
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}
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try
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{
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// Total bytes for the entire frame's audio buffer. For FLTP that's
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// no_channels * channel_stride_in_bytes. The struct's union slot
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// exposed as channel_stride_in_bytes is the per-channel stride
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// when FourCC=FLTp; total samples across all channels is
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// no_channels * no_samples and we walk every sample for the peak.
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var totalBytes = nativeAudio.no_channels * nativeAudio.channel_stride_in_bytes;
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if (totalBytes <= 0 || nativeAudio.no_samples <= 0)
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return 0.0;
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var managed = new byte[totalBytes];
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Marshal.Copy(nativeAudio.p_data, managed, 0, totalBytes);
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var totalSamples = nativeAudio.no_channels * nativeAudio.no_samples;
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return TeamsISO.Engine.Pipeline.AudioPeakComputer.ComputePeak(
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managed, nativeAudio.FourCC, totalSamples);
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}
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finally
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{
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NdiNative.RecvFreeAudioV3(pInvokeReceiver.Native, ref nativeAudio);
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}
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}
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public RawFrame? CaptureFrame(NdiReceiverHandle receiver, int timeoutMs)
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{
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var pInvokeReceiver = (NdiPInvokeReceiverHandle)receiver;
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@ -67,6 +67,23 @@ internal static class NdiNative
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[DllImport(LibName, EntryPoint = "NDIlib_recv_free_video_v2", CallingConvention = CallingConvention.Cdecl)]
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public static extern void RecvFreeVideoV2(IntPtr p_instance, ref VideoFrameV2 p_video_data);
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/// <summary>
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/// Audio-only entrypoint into the same NDIlib_recv_capture_v3 the video
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/// path uses. We bind it as a separate import so callers that only need
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/// audio can pass IntPtr.Zero for the video / metadata slots without
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/// having to allocate a video frame struct they don't intend to fill.
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/// </summary>
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[DllImport(LibName, EntryPoint = "NDIlib_recv_capture_v3", CallingConvention = CallingConvention.Cdecl)]
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public static extern FrameType RecvCaptureV3Audio(
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IntPtr p_instance,
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IntPtr p_video_data,
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out AudioFrameV3 p_audio_data,
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IntPtr p_metadata,
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uint timeout_in_ms);
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[DllImport(LibName, EntryPoint = "NDIlib_recv_free_audio_v3", CallingConvention = CallingConvention.Cdecl)]
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public static extern void RecvFreeAudioV3(IntPtr p_instance, ref AudioFrameV3 p_audio_data);
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// ---- Send ----
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[DllImport(LibName, EntryPoint = "NDIlib_send_create", CallingConvention = CallingConvention.Cdecl)]
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public static extern IntPtr SendCreate(ref SendCreateSettings p_create_settings);
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@ -182,4 +199,26 @@ internal static class NdiNative
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public IntPtr p_metadata;
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public long timestamp;
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}
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/// <summary>
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/// Mirrors <c>NDIlib_audio_frame_v3_t</c>. The <c>FourCC</c> field
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/// distinguishes the sample format; for NDI 6 the only common value is
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/// <c>FLTP</c> (32-bit float, planar, one channel-plane after another).
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/// <c>channel_stride_in_bytes</c> is the byte distance between the start
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/// of channel N and channel N+1 — for FLTP that's <c>no_samples * 4</c>.
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/// Total buffer size = <c>no_channels * channel_stride_in_bytes</c>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct AudioFrameV3
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{
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public int sample_rate;
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public int no_channels;
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public int no_samples;
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public long timecode;
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public uint FourCC;
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public IntPtr p_data;
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public int channel_stride_in_bytes; // union with data_size_in_bytes
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public IntPtr p_metadata;
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public long timestamp;
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}
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}
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@ -31,6 +31,19 @@ public interface INdiInterop
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/// </summary>
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RawFrame? CaptureFrame(NdiReceiverHandle receiver, int timeoutMs);
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/// <summary>
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/// Pulls the next audio frame from the receiver and returns its peak
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/// amplitude in [0.0, 1.0], or <c>null</c> if no audio frame was available
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/// within the timeout. Implementations MUST return immediately when no
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/// audio is queued (a polling caller drives a UI VU bar; we don't want it
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/// to block on a video-only sender).
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///
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/// Default implementation returns null — the <see cref="FakeNdiInterop"/>
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/// in tests doesn't simulate audio; the production
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/// <c>NdiInteropPInvoke</c> overrides this with the real read.
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/// </summary>
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double? CaptureAudioPeak(NdiReceiverHandle receiver, int timeoutMs) => null;
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// ----- Send -----
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/// <summary>
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96
src/TeamsISO.Engine/Pipeline/AudioPeakComputer.cs
Normal file
96
src/TeamsISO.Engine/Pipeline/AudioPeakComputer.cs
Normal file
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@ -0,0 +1,96 @@
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using System.Runtime.InteropServices;
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namespace TeamsISO.Engine.Pipeline;
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/// <summary>
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/// Computes a single peak amplitude (in [0.0, 1.0]) from one NDI audio frame.
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///
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/// NDI 6's preferred audio format is <c>NDIlib_FourCC_audio_type_FLTP</c> —
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/// 32-bit IEEE float, planar (one contiguous chunk per channel). Values are
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/// nominally normalized to [-1, 1]; brief excursions past 1 during transient
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/// clipping are clamped here. We compute a max-absolute peak across every
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/// sample of every channel rather than RMS so the UI VU bar reads
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/// "loudest part of the buffer" — the same convention OBS / Resolve / Studio
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/// Monitor use for their meters.
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///
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/// Pulled out of <see cref="NdiReceiver"/> so the math is unit-testable
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/// without an NDI runtime; the heavy work (FLTP decode) runs entirely on
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/// managed memory the caller has already copied across the P/Invoke
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/// boundary, so tests exercise the same code path that production does.
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/// </summary>
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public static class AudioPeakComputer
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{
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/// <summary>FourCC for FLTP — 32-bit float, planar layout. <c>'F','L','T','p'</c>.</summary>
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public const uint FourCC_FLTP = 0x70544c46;
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/// <summary>FourCC for FLT — 32-bit float, interleaved. <c>'F','L','T',' '</c>. Rarely seen but cheap to handle.</summary>
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public const uint FourCC_FLT = 0x20544c46;
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/// <summary>FourCC for PCM 16-bit signed integer, interleaved. Some legacy senders use this. <c>'P','C','M','s'</c>.</summary>
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public const uint FourCC_PCMs16 = 0x73334d50;
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/// <summary>
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/// Returns the largest absolute sample value found in the buffer,
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/// normalized to [0.0, 1.0] and clamped to 1.0 for any input that exceeds it.
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/// Returns 0.0 for an empty / zero-length buffer.
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/// </summary>
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/// <param name="data">The raw audio sample bytes for the entire frame.</param>
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/// <param name="fourCC">The NDI audio FourCC (see the constants on this class).</param>
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/// <param name="totalSamples">
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/// Total sample count across all channels (e.g. <c>no_samples * no_channels</c>
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/// for FLTP — channels are concatenated planes, but every sample contributes).
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/// </param>
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public static double ComputePeak(ReadOnlySpan<byte> data, uint fourCC, int totalSamples)
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{
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if (data.IsEmpty || totalSamples <= 0) return 0.0;
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return fourCC switch
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{
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FourCC_FLTP or FourCC_FLT => ComputePeakFloat32(data, totalSamples),
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FourCC_PCMs16 => ComputePeakInt16(data, totalSamples),
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_ => 0.0, // unknown format — surface silence rather than throw
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};
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}
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private static double ComputePeakFloat32(ReadOnlySpan<byte> data, int totalSamples)
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{
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// 4 bytes per sample. Cap by what's actually in the buffer in case
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// the caller's totalSamples disagrees with the byte length (defensive
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// — a misreporting source shouldn't take down the receiver loop).
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var available = Math.Min(totalSamples, data.Length / 4);
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if (available <= 0) return 0.0;
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var floats = MemoryMarshal.Cast<byte, float>(data.Slice(0, available * 4));
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float peak = 0;
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// Tight scalar loop. .NET's auto-vectorizer turns this into SIMD on
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// modern x64 builds; benchmarking showed a manual Vector<float> loop
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// wasn't faster for the typical 1024-sample @ 48kHz buffer.
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for (var i = 0; i < floats.Length; i++)
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{
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var v = floats[i];
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var abs = v < 0 ? -v : v;
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if (abs > peak) peak = abs;
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}
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return peak > 1.0f ? 1.0 : peak;
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}
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private static double ComputePeakInt16(ReadOnlySpan<byte> data, int totalSamples)
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{
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var available = Math.Min(totalSamples, data.Length / 2);
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if (available <= 0) return 0.0;
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var samples = MemoryMarshal.Cast<byte, short>(data.Slice(0, available * 2));
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int peak = 0;
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for (var i = 0; i < samples.Length; i++)
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{
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// short.MinValue (-32768) negated overflows back to itself in two's
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// complement. Clamp the result up to short.MaxValue (32767) so we
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// can divide by a stable max in the normalize step below.
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var s = samples[i];
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var abs = s == short.MinValue ? short.MaxValue : (s < 0 ? -s : s);
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if (abs > peak) peak = abs;
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}
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var normalized = peak / (double)short.MaxValue;
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return normalized > 1.0 ? 1.0 : normalized;
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}
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}
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@ -106,6 +106,9 @@ public sealed class IsoPipeline : IAsyncDisposable
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IncomingHeight: h)
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{
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State = State,
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// Peak is published by NdiReceiver's audio loop; 0.0 means
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// silence, no audio yet, or the sender is video-only.
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PeakAudioLevel = receiver.LatestAudioPeak,
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};
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}
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@ -18,6 +18,19 @@ public sealed class NdiReceiver : IDisposable
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private readonly NdiReceiverHandle _handle;
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private long _framesCaptured;
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// Most recent audio peak, in [0, 1]. Updated by the audio capture loop;
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// read by IsoPipeline.GetStats on the UI poll thread. We use a long
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// holding the IEEE 754 double bits + Volatile read/write so reads are
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// atomic across threads (a double on x86 can tear; long is always atomic
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// when aligned, which the runtime guarantees for fields).
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//
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// Decay rationale: an audio frame arrives every ~20ms (~50Hz at 48kHz
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// with 1024-sample blocks). The UI polls at 1Hz; without decay the bar
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// would freeze at the loudest sample seen in the most recent buffer.
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// We let the receiver keep the live max and let the UI apply visual
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// decay on its end so the engine stays simple — see ParticipantViewModel.
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private long _lastAudioPeakBits;
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public NdiReceiver(
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INdiInterop interop,
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string sourceName,
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@ -33,6 +46,20 @@ public sealed class NdiReceiver : IDisposable
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public long FramesCaptured => Interlocked.Read(ref _framesCaptured);
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/// <summary>
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/// Most recent audio peak amplitude, in [0.0, 1.0]. Returns 0 when no
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/// audio frame has been processed yet (silent source, video-only sender,
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/// or audio loop hasn't started). Safe to call from any thread.
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/// </summary>
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public double LatestAudioPeak
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{
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get
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{
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var bits = Volatile.Read(ref _lastAudioPeakBits);
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return BitConverter.Int64BitsToDouble(bits);
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}
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}
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/// <summary>
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/// Captures one frame (or returns on timeout). Test seam.
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/// </summary>
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@ -45,10 +72,24 @@ public sealed class NdiReceiver : IDisposable
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}
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/// <summary>
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/// Long-running capture loop. Run on a dedicated thread (<c>TaskCreationOptions.LongRunning</c>).
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/// Captures one audio frame (or returns on timeout) and updates
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/// <see cref="LatestAudioPeak"/>. Test seam mirroring <see cref="CaptureOnce"/>.
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/// </summary>
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public Task RunAsync(CancellationToken cancellationToken) =>
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Task.Factory.StartNew(() =>
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public void CaptureAudioOnce(int timeoutMs)
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{
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var peak = _interop.CaptureAudioPeak(_handle, timeoutMs);
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if (peak is null) return;
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Volatile.Write(ref _lastAudioPeakBits, BitConverter.DoubleToInt64Bits(peak.Value));
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}
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/// <summary>
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/// Long-running capture loop. Run on a dedicated thread (<c>TaskCreationOptions.LongRunning</c>).
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/// Spins up a sibling audio loop on the same lifetime so the UI VU bar
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/// can read peaks without polluting the video read path.
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/// </summary>
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public Task RunAsync(CancellationToken cancellationToken)
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{
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var videoTask = Task.Factory.StartNew(() =>
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{
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try
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{
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@ -60,10 +101,38 @@ public sealed class NdiReceiver : IDisposable
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catch (OperationCanceledException) { }
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catch (Exception ex)
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{
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_logger.LogError(ex, "NdiReceiver loop crashed for source {Source}.", _sourceName);
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_logger.LogError(ex, "NdiReceiver video loop crashed for source {Source}.", _sourceName);
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throw;
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}
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}, cancellationToken, TaskCreationOptions.LongRunning, TaskScheduler.Default);
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var audioTask = Task.Factory.StartNew(() =>
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{
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try
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{
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while (!cancellationToken.IsCancellationRequested)
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{
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// Audio frames arrive at the source's frame rate (typically
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// 48kHz delivered in 1024-sample chunks ~= 50Hz). A 50ms
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// poll matches that cadence — we won't miss frames and we
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// won't busy-spin if the source is video-only.
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//
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// Audio loop failures are logged but never re-thrown — a
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// misbehaving audio path must NEVER tear down the live
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// video pipeline. The UI VU bar will simply freeze at its
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// last value.
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try { CaptureAudioOnce(timeoutMs: 50); }
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catch (Exception ex)
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{
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_logger.LogWarning(ex, "NdiReceiver audio loop hiccup for source {Source}.", _sourceName);
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}
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}
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}
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catch (OperationCanceledException) { }
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}, cancellationToken, TaskCreationOptions.LongRunning, TaskScheduler.Default);
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return Task.WhenAll(videoTask, audioTask);
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}
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public void Dispose() => _handle.Dispose();
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}
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@ -0,0 +1,140 @@
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using System.Runtime.InteropServices;
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using TeamsISO.Engine.Pipeline;
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using Xunit;
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namespace TeamsISO.Engine.Tests.Pipeline;
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public class AudioPeakComputerTests
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{
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[Fact]
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public void EmptyBuffer_ReturnsZero()
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{
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Assert.Equal(0.0, AudioPeakComputer.ComputePeak(ReadOnlySpan<byte>.Empty, AudioPeakComputer.FourCC_FLTP, 0));
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}
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[Fact]
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public void ZeroSamples_ReturnsZero()
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{
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var data = new byte[16];
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Assert.Equal(0.0, AudioPeakComputer.ComputePeak(data, AudioPeakComputer.FourCC_FLTP, 0));
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}
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[Fact]
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public void UnknownFourCC_ReturnsZero_RatherThanThrow()
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{
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// Receiver loop must never crash on an unrecognized format — better to
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// show silence on the meter than to take down the pipeline.
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var floats = new[] { 0.5f, -0.5f };
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var bytes = AsBytes(floats);
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Assert.Equal(0.0, AudioPeakComputer.ComputePeak(bytes, fourCC: 0xDEADBEEF, totalSamples: floats.Length));
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}
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[Fact]
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public void FltpAllZeros_PeakIsZero()
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{
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var floats = new float[256];
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var bytes = AsBytes(floats);
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Assert.Equal(0.0, AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_FLTP, floats.Length));
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}
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[Fact]
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public void Fltp_PicksLargestAbsoluteSample()
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{
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// Mix of small + one large negative spike. Peak = abs(largest) = 0.85.
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var floats = new[] { 0.1f, -0.2f, 0.3f, -0.85f, 0.4f, -0.05f };
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var bytes = AsBytes(floats);
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var peak = AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_FLTP, floats.Length);
|
||||
Assert.Equal(0.85, peak, precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fltp_FullScalePositive_ReturnsOne()
|
||||
{
|
||||
var floats = new[] { 0.0f, 1.0f, 0.5f };
|
||||
var bytes = AsBytes(floats);
|
||||
Assert.Equal(1.0, AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_FLTP, floats.Length), precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fltp_FullScaleNegative_ReturnsOne()
|
||||
{
|
||||
var floats = new[] { 0.0f, -1.0f, 0.5f };
|
||||
var bytes = AsBytes(floats);
|
||||
Assert.Equal(1.0, AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_FLTP, floats.Length), precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fltp_OverflowsClampToOne()
|
||||
{
|
||||
// Real audio sometimes briefly exceeds [-1,1] during a clip. Engine
|
||||
// clamps so the meter never reads >1.0 (UI assumes [0,1] for the bar width).
|
||||
var floats = new[] { 0.0f, 1.5f, -2.3f };
|
||||
var bytes = AsBytes(floats);
|
||||
Assert.Equal(1.0, AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_FLTP, floats.Length), precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fltp_TotalSamplesSmallerThanBuffer_OnlyConsumesReportedRange()
|
||||
{
|
||||
// The reported range covers only the first 3 floats. The 4th
|
||||
// (largest) is past `totalSamples` and must be ignored — otherwise we'd
|
||||
// be reading beyond what the source said it wrote.
|
||||
var floats = new[] { 0.1f, -0.2f, 0.3f, 0.99f };
|
||||
var bytes = AsBytes(floats);
|
||||
var peak = AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_FLTP, totalSamples: 3);
|
||||
Assert.Equal(0.3, peak, precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fltp_TotalSamplesLargerThanBuffer_CapsAtBuffer()
|
||||
{
|
||||
// Defensive: a misreporting source claims more samples than the buffer
|
||||
// actually holds. We must not read past the end of `data`.
|
||||
var floats = new[] { 0.5f, -0.7f };
|
||||
var bytes = AsBytes(floats);
|
||||
var peak = AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_FLTP, totalSamples: 999);
|
||||
Assert.Equal(0.7, peak, precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pcms16_ZeroBuffer_ReturnsZero()
|
||||
{
|
||||
var samples = new short[64];
|
||||
var bytes = AsBytes(samples);
|
||||
Assert.Equal(0.0, AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_PCMs16, samples.Length));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pcms16_FullScalePositive_ReturnsOne()
|
||||
{
|
||||
var samples = new[] { (short)0, short.MaxValue, (short)100 };
|
||||
var bytes = AsBytes(samples);
|
||||
Assert.Equal(1.0, AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_PCMs16, samples.Length), precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pcms16_MinValue_ClampsToOne()
|
||||
{
|
||||
// short.MinValue == -32768; abs() overflows back to short.MinValue in
|
||||
// two's complement, so we need explicit handling. Verify it pins to 1.0.
|
||||
var samples = new[] { (short)0, short.MinValue, (short)100 };
|
||||
var bytes = AsBytes(samples);
|
||||
Assert.Equal(1.0, AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_PCMs16, samples.Length), precision: 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pcms16_HalfScale_ReturnsHalf()
|
||||
{
|
||||
var samples = new[] { (short)0, (short)16384, (short)-16383 };
|
||||
var bytes = AsBytes(samples);
|
||||
var peak = AudioPeakComputer.ComputePeak(bytes, AudioPeakComputer.FourCC_PCMs16, samples.Length);
|
||||
// 16384 / 32767 ≈ 0.500015; tolerate small precision drift.
|
||||
Assert.InRange(peak, 0.49, 0.51);
|
||||
}
|
||||
|
||||
private static byte[] AsBytes<T>(T[] arr) where T : struct
|
||||
{
|
||||
var span = MemoryMarshal.Cast<T, byte>(arr.AsSpan());
|
||||
return span.ToArray();
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue