#include struct AudioBuffer { float* data; // Audio data int size; // Size of audio buffer }; struct Band { float frequency; // Center frequency of the band float threshold; float gain; float ratio; float attackTime; // Attack time in milliseconds float releaseTime; // Release time in milliseconds float currentGain; // Current gain level for dynamic changes float envelope; // Envelope for dynamic changes }; // Function to process a single band with dynamic gain changes (attack and release) void processBandWithDynamicGain(float* buffer, int size, Band& band) { const float attackCoef = 1.0f - expf(-1.0f / (0.001f * band.attackTime * 44100.0f)); // Calculate attack coefficient const float releaseCoef = 1.0f - expf(-1.0f / (0.001f * band.releaseTime * 44100.0f)); // Calculate release coefficient for (int i = 0; i < size; ++i) { float input = buffer[i]; // Envelope follower for dynamic gain adjustment (simulating RMS detection) float envelopeLevel = fabsf(input); if (envelopeLevel > band.envelope) { band.envelope += attackCoef * (envelopeLevel - band.envelope); } else { band.envelope += releaseCoef * (envelopeLevel - band.envelope); } // Apply compression with dynamic gain based on negative threshold float gainReduction = 1.0f; if (band.envelope < band.threshold) { // Check if the envelope level is below the negative threshold float excessDB = 20.0f * log10f(band.threshold / band.envelope); gainReduction = band.gain + (1.0f - band.ratio) * excessDB; // Calculate gain reduction based on ratio } buffer[i] *= gainReduction; } } // Function to split audio into bands and compress each band with dynamic gain void multibandCompressor(AudioBuffer& audio, std::vector& bands) { std::vector> bandBuffers(bands.size(), std::vector(audio.size)); // Split audio into frequency bands for (int i = 0; i < audio.size; ++i) { for (size_t j = 0; j < bands.size(); ++j) { // Split audio into frequency bands (in this simplified example) // Replace with appropriate band-splitting logic bandBuffers[j][i] = audio.data[i]; // Simulated band splitting } } // Process each band separately with dynamic gain changes for (size_t i = 0; i < bands.size(); ++i) { processBandWithDynamicGain(bandBuffers[i].data(), audio.size, bands[i]); } // Recombine bands for (int i = 0; i < audio.size; ++i) { float mixedValue = 0.0f; for (size_t j = 0; j < bands.size(); ++j) { mixedValue += bandBuffers[j][i]; // Simulated band recombination } audio.data[i] = mixedValue; // Replace with proper recombination logic } } void audioCompressor(float* audioBuffer, int bufferSize, float threshold, float ratio) { for (int i = 0; i < bufferSize; ++i) { // Apply compression algorithm to each sample if (audioBuffer[i] > threshold) { audioBuffer[i] = threshold + (audioBuffer[i] - threshold) / ratio; } else if (audioBuffer[i] < -threshold) { audioBuffer[i] = -threshold + (audioBuffer[i] + threshold) / ratio; } } } struct Limiter { float threshold; float margin; float attackTime; // Attack time in milliseconds float releaseTime; // Release time in milliseconds float ratio; float currentGain; // Current gain level for dynamic changes float envelope; // Envelope for dynamic changes }; void limiterProcess(float* buffer, int size, Limiter& limiter) { const float attackCoef = 1.0f - expf(-1.0f / (0.001f * limiter.attackTime * 44100.0f)); // Calculate attack coefficient const float releaseCoef = 1.0f - expf(-1.0f / (0.001f * limiter.releaseTime * 44100.0f)); // Calculate release coefficient for (int i = 0; i < size; ++i) { float input = buffer[i]; // Envelope follower for dynamic gain adjustment (simulating RMS detection) float envelopeLevel = fabsf(input); if (envelopeLevel > limiter.envelope) { limiter.envelope += attackCoef * (envelopeLevel - limiter.envelope); } else { limiter.envelope += releaseCoef * (envelopeLevel - limiter.envelope); } // Apply limiting with dynamic gain if (limiter.envelope > limiter.threshold) { float reductionDB = limiter.threshold + limiter.margin - limiter.envelope; float gainReduction = powf(10.0f, reductionDB / 20.0f); // Convert dB reduction to linear gain // Apply compression with dynamic gain float softKnee = 1.0f / limiter.ratio; // Soft knee effect float softKneeCoefficient = 1.0f - expf(-softKnee); // Soft knee coefficient float gain = 1.0f / (1.0f + softKneeCoefficient * (gainReduction - 1.0f)); float limitedGain = (gainReduction < gain) ? gainReduction : gain; buffer[i] *= limitedGain; } } }