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Stone_Red
2022-02-19 18:57:52 +01:00
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<Application x:Class="BeatDetector.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:BeatDetector"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>
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using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Threading.Tasks;
using System.Windows;
namespace BeatDetector;
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
}
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using System.Windows;
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
//(used if a resource is not found in the page,
// or application resource dictionaries)
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
//(used if a resource is not found in the page,
// app, or any theme specific resource dictionaries)
)]
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using NAudio.Dsp;
using NAudio.Wave;
using System;
using System.Linq;
namespace BeatDetector.AudioProcessing;
internal class AudioBeatDetector
{
public event EventHandler<BeatDetectorEventArgs>? OnBeat;
public event EventHandler<BeatDetectorEventArgs>? OnNoBeat;
private readonly IWaveIn waveIn;
private readonly SampleAggregator sampleAggregator;
private readonly TimeSpan beatDetectionDelay;
private readonly int fftLength;
private readonly int chunkCount;
private readonly BeatChunk[] beatChunks;
public AudioBeatDetector(TimeSpan beatDetectionDelay, int fftLength, int chunkCount)
{
this.beatDetectionDelay = beatDetectionDelay;
this.chunkCount = chunkCount;
this.fftLength = fftLength;
beatChunks = new BeatChunk[chunkCount];
sampleAggregator = new SampleAggregator(fftLength);
for (int i = 0; i < chunkCount; i++)
{
beatChunks[i] = new BeatChunk();
beatChunks[i].StopWatch.Start();
}
sampleAggregator.FftCalculated += new EventHandler<FftEventArgs>(FftCalculated);
sampleAggregator.PerformFFT = true;
waveIn = new WasapiLoopbackCapture();
waveIn.DataAvailable += OnDataAvailable;
waveIn.StartRecording();
}
private void OnDataAvailable(object? sender, WaveInEventArgs e)
{
byte[] buffer = e.Buffer;
int bytesRecorded = e.BytesRecorded;
int bufferIncrement = waveIn.WaveFormat.BlockAlign;
for (int index = 0; index < bytesRecorded; index += bufferIncrement)
{
float sample32 = BitConverter.ToSingle(buffer, index);
sampleAggregator.Add(sample32);
}
}
private void FftCalculated(object? sender, FftEventArgs e)
{
Complex[][] chunks = e.Result.Chunk(fftLength / chunkCount).ToArray();
for (int i = 0; i < chunkCount; i++)
{
CalculateBeat(chunks[i], beatChunks[i], i);
}
}
private void CalculateBeat(Complex[] values, BeatChunk beatChunk, int chunkIndex)
{
double energyLevel = 0;
foreach (Complex value in values)
{
energyLevel += Math.Pow(Math.Abs(value.Y), 2);
}
double averageEnergyLevel = beatChunk.EnergyHistory.Count > 0 ? beatChunk.EnergyHistory.Average() : double.MaxValue;
if (beatChunk.StopWatch.Elapsed >= beatDetectionDelay)
{
double difference = energyLevel - averageEnergyLevel;
if (difference > beatChunk.AverageDifference / 2)
{
beatChunk.AverageDifference = (difference + beatChunk.AverageDifference) / 2d;
OnBeat?.Invoke(this, new BeatDetectorEventArgs(chunkIndex, difference));
}
else
{
OnNoBeat?.Invoke(this, new BeatDetectorEventArgs(chunkIndex, 0));
}
beatChunk.StopWatch.Restart();
}
beatChunk.EnergyHistory.Add(energyLevel);
if (beatChunk.EnergyHistory.Count > 43)
{
beatChunk.EnergyHistory.RemoveAt(0);
}
}
}
public class BeatDetectorEventArgs : EventArgs
{
public int ChunkIndex { get; }
public double DetectedValue { get; }
public BeatDetectorEventArgs(int chunkIndex, double detectedValue)
{
ChunkIndex = chunkIndex;
DetectedValue = detectedValue;
}
}
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using System.Collections.Generic;
using System.Diagnostics;
namespace BeatDetector.AudioProcessing;
internal class BeatChunk
{
public Stopwatch StopWatch { get; } = new Stopwatch();
public List<double> EnergyHistory { get; } = new List<double>();
public double AverageDifference { get; set; }
}
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using NAudio.Dsp;
using System;
namespace BeatDetector.AudioProcessing;
internal class SampleAggregator
{
// FFT
public event EventHandler<FftEventArgs>? FftCalculated;
public bool PerformFFT { get; set; }
private readonly Complex[] fftBuffer;
private readonly FftEventArgs fftArgs;
private int fftPos;
private readonly int fftLength;
private readonly int m;
public SampleAggregator(int fftLength)
{
if (!IsPowerOfTwo(fftLength))
{
throw new ArgumentException("FFT Length must be a power of two");
}
m = (int)Math.Log(fftLength, 2.0);
this.fftLength = fftLength;
fftBuffer = new Complex[fftLength];
fftArgs = new FftEventArgs(fftBuffer);
}
private bool IsPowerOfTwo(int x)
{
return (x & (x - 1)) == 0;
}
public void Add(float value)
{
if (PerformFFT && FftCalculated is not null)
{
fftBuffer[fftPos].X = (float)(value * FastFourierTransform.HammingWindow(fftPos, fftLength));
fftBuffer[fftPos].Y = 0; // This is always zero with audio.
fftPos++;
if (fftPos >= fftLength)
{
fftPos = 0;
FastFourierTransform.FFT(true, m, fftBuffer);
FftCalculated(this, fftArgs);
}
}
}
}
public class FftEventArgs : EventArgs
{
public FftEventArgs(Complex[] result)
{
Result = result;
}
public Complex[] Result { get; private set; }
}
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net6.0-windows</TargetFramework>
<Nullable>enable</Nullable>
<UseWPF>true</UseWPF>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="NAudio" Version="2.0.1" />
</ItemGroup>
</Project>
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MIT License
Copyright (c) 2022 Stone_Red
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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<Window x:Class="BeatDetector.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:BeatDetector" d:DataContext="{d:DesignInstance Type=local:MainWindow}"
mc:Ignorable="d"
Title="MainWindow" Height="450" Width="800">
<Grid Name="MainGrid">
<ItemsControl ItemsSource="{Binding BeatLights}" Background="Green">
<ItemsControl.ItemTemplate>
<DataTemplate>
<Grid Background="{Binding Color}" Margin="10" Width="100" Height="100"></Grid>
</DataTemplate>
</ItemsControl.ItemTemplate>
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<WrapPanel/>
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
</ItemsControl>
</Grid>
</Window>
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using BeatDetector.AudioProcessing;
using System;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Runtime.CompilerServices;
using System.Windows;
using System.Windows.Media;
using System.Windows.Threading;
namespace BeatDetector;
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public ObservableCollection<BeatLight> BeatLights { get; } = new ObservableCollection<BeatLight>();
public MainWindow()
{
DataContext = this;
InitializeComponent();
for (int i = 0; i < 4; i++)
{
BeatLights.Add(new BeatLight());
}
AudioBeatDetector audioBeatDetector = new AudioBeatDetector(new TimeSpan(0, 0, 0, 0, 100), 1024 * 2, BeatLights.Count);
audioBeatDetector.OnBeat += AudioBeatDetector_OnBeat;
audioBeatDetector.OnNoBeat += AudioBeatDetector_OnNoBeat;
}
private void AudioBeatDetector_OnBeat(object? sender, BeatDetectorEventArgs e)
{
Dispatcher.Invoke(() => BeatLights[e.ChunkIndex].Color = Brushes.Red);
}
private void AudioBeatDetector_OnNoBeat(object? sender, BeatDetectorEventArgs e)
{
Dispatcher.Invoke(() => BeatLights[e.ChunkIndex].Color = Brushes.White);
}
}
public class BeatLight : INotifyPropertyChanged
{
public event PropertyChangedEventHandler? PropertyChanged;
private Brush color = Brushes.White;
public Brush Color
{
get => color;
set
{
if (value != color)
{
color = value;
NotifyPropertyChanged();
}
}
}
private void NotifyPropertyChanged([CallerMemberName] string propertyName = "")
{
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
}
}
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# BeatDetector
Tries to detect beats in songs