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Visual improvements
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parent
10b494ab55
commit
01c8769754
57
firmware/application/external/gfxeq/ui_gfxeq.cpp
vendored
57
firmware/application/external/gfxeq/ui_gfxeq.cpp
vendored
@ -102,34 +102,61 @@ void gfxEQView::update_audio_spectrum(const AudioSpectrum& spectrum) {
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float start_freq = FREQUENCY_BANDS[bar];
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float end_freq = FREQUENCY_BANDS[bar + 1];
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int start_bin = std::round(start_freq / bin_frequency_size);
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int end_bin = std::round(end_freq / bin_frequency_size);
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int start_bin = std::max(1, (int)(start_freq / bin_frequency_size));
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int end_bin = std::min(127, (int)(end_freq / bin_frequency_size));
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if (start_bin < 0) start_bin = 0;
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if (start_bin > 127) start_bin = 127;
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if (end_bin < 0) end_bin = 0;
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if (end_bin > 127) end_bin = 127;
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if (start_bin >= end_bin) {
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end_bin = start_bin + 1;
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}
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float total_energy = 0;
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int bin_count = 0;
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// Improved energy calculation with weighted frequency response
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// Apply standard EQ frequency response curve (inverted V shape)
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for (int bin = start_bin; bin <= end_bin; bin++) {
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// Apply slight emphasis to mid-range frequencies (human ear is more sensitive)
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float weight = 1.0f;
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if (bin > 20 && bin < 80) { // Roughly corresponds to 375-1500Hz
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weight = 1.2f;
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float normalized_bin = bin / 127.0f; // 0.0 to 1.0
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// Boosting mid frequencies per standard graphic EQ curve
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if (normalized_bin >= 0.2f && normalized_bin <= 0.7f) {
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// Create an inverted V shape with peak at 0.45 (middle frequencies)
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float distance_from_mid = fabs(normalized_bin - 0.45f);
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weight = 2.2f - (distance_from_mid * 2.0f); // Max 2.2x boost at center
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}
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// Add extra low-frequency sensitivity
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if (bar < 5) {
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weight *= (1.8f - (bar * 0.15f));
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}
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total_energy += spectrum.db[bin] * weight;
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bin_count++;
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}
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uint8_t avg_db = bin_count > 0 ? total_energy / bin_count : 0;
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uint8_t avg_db = bin_count > 0 ? (total_energy / bin_count) : 0;
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// Slightly faster response for low frequencies, slower for high frequencies
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float response_speed = bar < 5 ? 0.75f : (bar > 10 ? 0.65f : 0.7f);
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int target_height = (avg_db * RENDER_HEIGHT) / 255;
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bar_heights[bar] = bar_heights[bar] * (1.0f - response_speed) + target_height * response_speed;
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// Scale all bands to reasonable levels
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float band_scale = 0.85f;
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// Get the height in display units
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int target_height = (avg_db * RENDER_HEIGHT * band_scale) / 255;
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// Cap maximum height to prevent overshoot
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if (target_height > RENDER_HEIGHT) {
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target_height = RENDER_HEIGHT;
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}
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// Apply different speeds for rise and fall
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float rise_speed = 0.7f;
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float fall_speed = 0.12f;
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if (target_height > bar_heights[bar]) {
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// Fast rise response
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bar_heights[bar] = bar_heights[bar] * (1.0f - rise_speed) + target_height * rise_speed;
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} else {
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// Slow fall response
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bar_heights[bar] = bar_heights[bar] * (1.0f - fall_speed) + target_height * fall_speed;
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}
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}
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}
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@ -46,12 +46,11 @@ class gfxEQView : public View {
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static constexpr int NUM_BARS = 14;
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static constexpr int BAR_SPACING = 2;
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static constexpr int BAR_WIDTH = (SCREEN_WIDTH - (BAR_SPACING * (NUM_BARS - 1))) / NUM_BARS;
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static constexpr int HORIZONTAL_OFFSET = 2; // Adjust for centering
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static constexpr int HORIZONTAL_OFFSET = 2;
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static constexpr int SEGMENT_HEIGHT = 10;
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// Improved frequency bands with better low-frequency separation
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static constexpr std::array<int, NUM_BARS + 1> FREQUENCY_BANDS = {
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20, 50, 100, 200, 400, 800, 1200, 1800, 2600, 4000,
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20, 40, 80, 160, 320, 640, 1000, 1600, 2500, 4000,
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6000, 9000, 12000, 16000, 24000};
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struct ColorTheme {
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