Files
FluidSim/Core/SoundProcessor.cs
2026-05-05 14:02:07 +02:00

132 lines
4.3 KiB
C#

using System;
namespace FluidSim.Core
{
public class SoundProcessor
{
private double dt;
private double pipeArea;
private double ambientPressure = 101325.0;
// Monopole source state
private double lastMassFlow = 0.0;
// Gains
private float masterGain = 0.0005f;
private float pressureGain = 0.12f;
private float turbulenceGain = 0.05f;
private float turbulence = 0.05f;
private PinkNoiseGenerator pinkNoise;
// Reverb (outdoor)
private float[] delayLine;
private int writeIndex;
private float feedback = 0.50f;
private float lowpassCoeff = 0.70f;
private float lastFeedbackSample = 0f;
public SoundProcessor(int sampleRate, double pipeDiameterMeters, float reverbTimeMs = 200.0f)
{
dt = 1.0 / sampleRate;
pipeArea = Math.PI * Math.Pow(pipeDiameterMeters / 2.0, 2.0);
int delaySamples = (int)(sampleRate * reverbTimeMs / 1000.0);
delayLine = new float[delaySamples];
writeIndex = 0;
pinkNoise = new PinkNoiseGenerator();
}
public float MasterGain
{
get => masterGain;
set => masterGain = value;
}
public float PressureGain
{
get => pressureGain;
set => pressureGain = value;
}
public float TurbulenceGain
{
get => turbulenceGain;
set => turbulenceGain = value;
}
public float Turbulence
{
get => turbulence;
set => turbulence = value;
}
public void SetAmbientPressure(double p) => ambientPressure = p;
public void SetPipeDiameter(double diameterMeters) =>
pipeArea = Math.PI * Math.Pow(diameterMeters / 2.0, 2.0);
public float Process(float massFlow, float pipeEndPressure)
{
// 1. Monopole: d(mdot)/dt
double derivative = (massFlow - lastMassFlow) / dt;
lastMassFlow = massFlow;
float monopole = (float)(derivative * masterGain);
// 2. Pressure component
float pressureDiff = (float)((pipeEndPressure - ambientPressure) / ambientPressure) * pressureGain;
float mixed = monopole + pressureDiff;
// 3. Turbulence: amplitude ∝ U^8
double velocity = massFlow / (pipeArea * 1.225);
double turbulenceAmp = Math.Pow(Math.Abs(velocity) * turbulence, 3.0);
float pink = pinkNoise.Next() * turbulenceGain * (float)turbulenceAmp;
float combined = mixed + pink;
// 4. Outdoor reverb
float delayed = delayLine[writeIndex];
float filteredDelay = delayed * lowpassCoeff + lastFeedbackSample * (1f - lowpassCoeff);
lastFeedbackSample = filteredDelay;
float wet = delayed + filteredDelay * feedback;
delayLine[writeIndex] = combined + filteredDelay * feedback;
writeIndex = (writeIndex + 1) % delayLine.Length;
// 5. Dry/wet mix
float output = combined * 0.7f + wet * 0.3f;
return MathF.Tanh(output);
}
}
// PinkNoiseGenerator unchanged, same as before
internal class PinkNoiseGenerator
{
private readonly Random random = new Random();
private readonly float[] whiteNoise = new float[7];
private int currentIndex = 0;
public PinkNoiseGenerator()
{
for (int i = 0; i < 7; i++)
whiteNoise[i] = (float)(random.NextDouble() * 2.0 - 1.0);
}
public float Next()
{
whiteNoise[0] = (float)(random.NextDouble() * 2.0 - 1.0);
currentIndex = (currentIndex + 1) & 0x7F;
int updateMask = 0;
int temp = currentIndex;
for (int i = 0; i < 7; i++)
{
if ((temp & 1) == 0)
updateMask |= (1 << i);
temp >>= 1;
}
for (int i = 1; i < 7; i++)
if ((updateMask & (1 << i)) != 0)
whiteNoise[i] = (float)(random.NextDouble() * 2.0 - 1.0);
float sum = 0f;
for (int i = 0; i < 7; i++) sum += whiteNoise[i];
return sum / 3.5f;
}
}
}