#define AC3_RENAME(x) x ## _fixed
#define AC3_NORM(norm) (1<<24)/(norm)
#define AC3_MUL(a,b) ((((int64_t) (a)) * (b))>>12)
-#define AC3_RANGE(x) (x)
+#define AC3_RANGE(x) (x|((x&128)<<1))
+#define AC3_HEAVY_RANGE(x) (x<<1)
#define AC3_DYNAMIC_RANGE(x) (x)
#define AC3_SPX_BLEND(x) (x)
#define AC3_DYNAMIC_RANGE1 0
#define AC3_NORM(norm) (1.0f/(norm))
#define AC3_MUL(a,b) ((a) * (b))
#define AC3_RANGE(x) (dynamic_range_tab[(x)])
+#define AC3_HEAVY_RANGE(x) (heavy_dynamic_range_tab[(x)])
#define AC3_DYNAMIC_RANGE(x) (powf(x, s->drc_scale))
#define AC3_SPX_BLEND(x) (x)* (1.0f/32)
#define AC3_DYNAMIC_RANGE1 1.0f
/** dynamic range table. converts codes to scale factors. */
static float dynamic_range_tab[256];
+static float heavy_dynamic_range_tab[256];
/** Adjustments in dB gain */
static const float gain_levels[9] = {
int v = (i >> 5) - ((i >> 7) << 3) - 5;
dynamic_range_tab[i] = powf(2.0f, v) * ((i & 0x1F) | 0x20);
}
+
+ /* generate compr dynamic range table
+ reference: Section 7.7.2 Heavy Compression */
+ for (i = 0; i < 256; i++) {
+ int v = (i >> 4) - ((i >> 7) << 4) - 4;
+ heavy_dynamic_range_tab[i] = powf(2.0f, v) * ((i & 0xF) | 0x10);
+ }
+
}
/**
/* read the rest of the bsi. read twice for dual mono mode. */
i = !s->channel_mode;
do {
- skip_bits(gbc, 5); // skip dialog normalization
- if (get_bits1(gbc))
- skip_bits(gbc, 8); //skip compression
+ s->dialog_normalization[(!s->channel_mode)-i] = -get_bits(gbc, 5);
+ if (s->dialog_normalization[(!s->channel_mode)-i] == 0) {
+ s->dialog_normalization[(!s->channel_mode)-i] = -31;
+ }
+ if (s->target_level != 0) {
+ s->level_gain[(!s->channel_mode)-i] = powf(2.0f,
+ (float)(s->target_level -
+ s->dialog_normalization[(!s->channel_mode)-i])/6.0f);
+ }
+ if (s->compression_exists[(!s->channel_mode)-i] = get_bits1(gbc)) {
+ s->heavy_dynamic_range[(!s->channel_mode)-i] =
+ AC3_HEAVY_RANGE(get_bits(gbc, 8));
+ }
if (get_bits1(gbc))
skip_bits(gbc, 8); //skip language code
if (get_bits1(gbc))
if (get_bits1(gbc)) {
/* Allow asymmetric application of DRC when drc_scale > 1.
Amplification of quiet sounds is enhanced */
- INTFLOAT range = AC3_RANGE(get_bits(gbc, 8));
- if (range > 1.0 || s->drc_scale <= 1.0)
+ int range_bits = get_bits(gbc, 8);
+ INTFLOAT range = AC3_RANGE(range_bits);
+ if (range_bits <= 127 || s->drc_scale <= 1.0)
s->dynamic_range[i] = AC3_DYNAMIC_RANGE(range);
else
s->dynamic_range[i] = range;
/* apply scaling to coefficients (headroom, dynrng) */
for (ch = 1; ch <= s->channels; ch++) {
+ int audio_channel = 0;
INTFLOAT gain;
- if(s->channel_mode == AC3_CHMODE_DUALMONO) {
- gain = s->dynamic_range[2-ch];
- } else {
- gain = s->dynamic_range[0];
- }
+ if (s->channel_mode == AC3_CHMODE_DUALMONO)
+ audio_channel = 2-ch;
+ if (s->heavy_compression && s->compression_exists[audio_channel])
+ gain = s->heavy_dynamic_range[audio_channel];
+ else
+ gain = s->dynamic_range[audio_channel];
+
#if USE_FIXED
scale_coefs(s->transform_coeffs[ch], s->fixed_coeffs[ch], gain, 256);
#else
+ if (s->target_level != 0)
+ gain = gain * s->level_gain[audio_channel];
gain *= 1.0 / 4194304.0f;
s->fmt_conv.int32_to_float_fmul_scalar(s->transform_coeffs[ch],
s->fixed_coeffs[ch], gain, 256);
int bitstream_mode; ///< bitstream mode (bsmod)
int channel_mode; ///< channel mode (acmod)
int lfe_on; ///< lfe channel in use
+ int dialog_normalization[2]; ///< dialog level in dBFS (dialnorm)
+ int compression_exists[2]; ///< compression field is valid for frame (compre)
+ int compression_gain[2]; ///< gain to apply for heavy compression (compr)
int channel_map; ///< custom channel map
int preferred_downmix; ///< Preferred 2-channel downmix mode (dmixmod)
int center_mix_level; ///< Center mix level index
float ltrt_surround_mix_level;
float loro_center_mix_level;
float loro_surround_mix_level;
+ int target_level; ///< target level in dBFS
+ float level_gain[2];
///@name Frame syntax parameters
int snr_offset_strategy; ///< SNR offset strategy (snroffststr)
///@name Dynamic range
INTFLOAT dynamic_range[2]; ///< dynamic range
INTFLOAT drc_scale; ///< percentage of dynamic range compression to be applied
+ int heavy_compression; ///< apply heavy compression
+ INTFLOAT heavy_dynamic_range[2]; ///< heavy dynamic range compression
///@}
///@name Bandwidth
int temp, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
mul = (dynrng & 0x1f) + 0x20;
- shift = 4 - ((dynrng << 24) >> 29);
- round = 1 << (shift-1);
- for (i=0; i<len; i+=8) {
-
- temp = src[i] * mul;
- temp1 = src[i+1] * mul;
- temp = temp + round;
- temp2 = src[i+2] * mul;
-
- temp1 = temp1 + round;
- dst[i] = temp >> shift;
- temp3 = src[i+3] * mul;
- temp2 = temp2 + round;
-
- dst[i+1] = temp1 >> shift;
- temp4 = src[i + 4] * mul;
- temp3 = temp3 + round;
- dst[i+2] = temp2 >> shift;
-
- temp5 = src[i+5] * mul;
- temp4 = temp4 + round;
- dst[i+3] = temp3 >> shift;
- temp6 = src[i+6] * mul;
-
- dst[i+4] = temp4 >> shift;
- temp5 = temp5 + round;
- temp7 = src[i+7] * mul;
- temp6 = temp6 + round;
-
- dst[i+5] = temp5 >> shift;
- temp7 = temp7 + round;
- dst[i+6] = temp6 >> shift;
- dst[i+7] = temp7 >> shift;
-
+ shift = 4 - ((dynrng << 23) >> 28);
+ if (shift > 0 ) {
+ round = 1 << (shift-1);
+ for (i=0; i<len; i+=8) {
+
+ temp = src[i] * mul;
+ temp1 = src[i+1] * mul;
+ temp = temp + round;
+ temp2 = src[i+2] * mul;
+
+ temp1 = temp1 + round;
+ dst[i] = temp >> shift;
+ temp3 = src[i+3] * mul;
+ temp2 = temp2 + round;
+
+ dst[i+1] = temp1 >> shift;
+ temp4 = src[i + 4] * mul;
+ temp3 = temp3 + round;
+ dst[i+2] = temp2 >> shift;
+
+ temp5 = src[i+5] * mul;
+ temp4 = temp4 + round;
+ dst[i+3] = temp3 >> shift;
+ temp6 = src[i+6] * mul;
+
+ dst[i+4] = temp4 >> shift;
+ temp5 = temp5 + round;
+ temp7 = src[i+7] * mul;
+ temp6 = temp6 + round;
+
+ dst[i+5] = temp5 >> shift;
+ temp7 = temp7 + round;
+ dst[i+6] = temp6 >> shift;
+ dst[i+7] = temp7 >> shift;
+
+ }
+ } else {
+ shift = -shift;
+ for (i=0; i<len; i+=8) {
+
+ temp = src[i] * mul;
+ temp1 = src[i+1] * mul;
+ temp2 = src[i+2] * mul;
+
+ dst[i] = temp << shift;
+ temp3 = src[i+3] * mul;
+
+ dst[i+1] = temp1 << shift;
+ temp4 = src[i + 4] * mul;
+ dst[i+2] = temp2 << shift;
+
+ temp5 = src[i+5] * mul;
+ dst[i+3] = temp3 << shift;
+ temp6 = src[i+6] * mul;
+
+ dst[i+4] = temp4 << shift;
+ temp7 = src[i+7] * mul;
+
+ dst[i+5] = temp5 << shift;
+ dst[i+6] = temp6 << shift;
+ dst[i+7] = temp7 << shift;
+
+ }
}
}
#include "ac3dec.c"
static const AVOption options[] = {
+ { "drc_scale", "percentage of dynamic range compression to apply", OFFSET(drc_scale), AV_OPT_TYPE_FLOAT, {.dbl = 1.0}, 0.0, 6.0, PAR },
+ { "heavy_compr", "heavy dynamic range compression enabled", OFFSET(heavy_compression), AV_OPT_TYPE_INT, {.i64 = 0 }, 0, 1, PAR },
{ NULL},
};
static const AVOption options[] = {
{ "drc_scale", "percentage of dynamic range compression to apply", OFFSET(drc_scale), AV_OPT_TYPE_FLOAT, {.dbl = 1.0}, 0.0, 6.0, PAR },
+ { "heavy_compr", "heavy dynamic range compression enabled", OFFSET(heavy_compression), AV_OPT_TYPE_INT, {.i64 = 0 }, 0, 1, PAR },
+ { "target_level", "target level in -dBFS (0 not applied)", OFFSET(target_level), AV_OPT_TYPE_INT, {.i64 = 0 }, -31, 0, PAR },
{"dmix_mode", "Preferred Stereo Downmix Mode", OFFSET(preferred_stereo_downmix), AV_OPT_TYPE_INT, {.i64 = -1 }, -1, 2, 0, "dmix_mode"},
{"ltrt_cmixlev", "Lt/Rt Center Mix Level", OFFSET(ltrt_center_mix_level), AV_OPT_TYPE_FLOAT, {.dbl = -1.0 }, -1.0, 2.0, 0},