Pan/EQ: add a per-peer volume slider (before pan)
Ed's request — an individual level fader per peer, sitting just before the pan control on the Pan and EQ tab. New PeerShaping.Volume (0..1, default 1.0 = 100% = transparent), always applied (no master switch — unity does nothing). It folds into PeerDspChain's L/R gain alongside pan (gainL = panL*vol, gainR = panR*vol), so it's another per-sample multiply, zero added latency, and multiplies with the global volume (per-peer fader -> mix -> master). Slider is 0-100%, saved per profile, announces "Volume: N percent". Shaped recording captures it; raw (bypass) recording doesn't. Held for next release. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
efa9435da7
commit
6b1e65f418
@@ -14,39 +14,46 @@ namespace RemSound.Receiver;
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/// </summary>
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public sealed class PeerDspChain
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{
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private readonly float panL;
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private readonly float panR;
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private readonly bool hasPan;
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// L/R output gains = pan (when enabled) folded together with the per-peer volume (always).
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private readonly float gainL;
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private readonly float gainR;
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private readonly bool hasGain;
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// Same coefficients on both channels, but each needs its own filter instance because a biquad
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// carries per-channel state. left.Length == right.Length always.
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private readonly BiQuadFilter[] left;
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private readonly BiQuadFilter[] right;
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private PeerDspChain(float panL, float panR, bool hasPan, BiQuadFilter[] left, BiQuadFilter[] right)
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private PeerDspChain(float gainL, float gainR, bool hasGain, BiQuadFilter[] left, BiQuadFilter[] right)
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{
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this.panL = panL;
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this.panR = panR;
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this.hasPan = hasPan;
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this.gainL = gainL;
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this.gainR = gainR;
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this.hasGain = hasGain;
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this.left = left;
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this.right = right;
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}
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/// <summary>True when this chain would do nothing (pan off/centre and EQ off/flat). Build returns
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/// null in that case so an unshaped peer's <c>dsp</c> reference is null and it pays nothing.</summary>
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public bool IsNoOp => !hasPan && left.Length == 0;
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/// <summary>True when this chain would do nothing (unity gain — pan off/centre, volume 100% — and
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/// EQ off/flat). Build returns null in that case so an unshaped peer's <c>dsp</c> reference is null
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/// and it pays nothing.</summary>
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public bool IsNoOp => !hasGain && left.Length == 0;
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/// <summary>Builds a chain for one peer from its saved shaping and the profile's two master
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/// switches. Returns null if there's nothing to do — pan disabled or centred, and EQ disabled or
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/// completely flat. Runs on the UI thread; the result is swapped onto the audio thread atomically.</summary>
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public static PeerDspChain? Build(PeerShaping? shaping, bool applyPan, bool applyEq)
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{
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// Pan (only when enabled) and the per-peer volume (always applied) fold into one L/R gain.
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// Pan is a balance control: it keeps the peer's stereo image (never sums to mono). Centre is
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// unity on both sides; panning toward one side attenuates the OPPOSITE channel, reaching zero
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// at the extreme. So a stereo signal just leans left or right rather than collapsing.
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float pan = shaping is null ? 0f : Math.Clamp(shaping.Pan, -1f, 1f);
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bool hasPan = applyPan && pan != 0f;
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// at the extreme. Volume then scales both sides. So a stereo signal leans left/right and sits
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// at the level you set, without ever collapsing to mono.
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float pan = applyPan && shaping is not null ? Math.Clamp(shaping.Pan, -1f, 1f) : 0f;
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float panL = pan > 0f ? 1f - pan : 1f;
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float panR = pan < 0f ? 1f + pan : 1f;
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float vol = shaping is null ? 1f : Math.Clamp(shaping.Volume, 0f, 1f);
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float gainL = panL * vol;
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float gainR = panR * vol;
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bool hasGain = gainL != 1f || gainR != 1f;
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var l = new List<BiQuadFilter>();
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var r = new List<BiQuadFilter>();
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@@ -64,7 +71,7 @@ public sealed class PeerDspChain
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}
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}
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var chain = new PeerDspChain(panL, panR, hasPan, [.. l], [.. r]);
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var chain = new PeerDspChain(gainL, gainR, hasGain, [.. l], [.. r]);
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return chain.IsNoOp ? null : chain;
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}
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@@ -101,12 +108,12 @@ public sealed class PeerDspChain
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output[2 * f + 1] = sr;
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}
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}
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if (hasPan)
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if (hasGain)
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{
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for (int f = 0; f < frames; f++)
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{
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output[2 * f] *= panL;
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output[2 * f + 1] *= panR;
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output[2 * f] *= gainL;
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output[2 * f + 1] *= gainR;
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}
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}
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}
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