Files
AyeZeeBB 86aa8d38fb Music: local files, online radio, equaliser, queue, and a Music page in the menu
Sources
- Local Files: add a folder of music from the setup page (MP3, M4A, AAC, Ogg,
  FLAC, WAV; up to 200 songs a folder, 12 folders). Names and covers come from
  the files' tags. Each folder is a tile in its own row.
- Online Radio: find stations by name (radio-browser.info) or add a stream's
  address (MP3, AAC, .pls, .m3u; no HLS). Each station is a tile in its own
  row; the track name follows what the station sends. Up to 24.
- Both are decoded by the library built into the DLL (SpotifyHelper), which
  now plays files and HTTP streams as well as a program's output, reads tags
  and embedded pictures, and accepts MPEG-2 ADTS from AAC stations.

Sound
- Five-band equaliser (60 Hz, 250 Hz, 1 kHz, 4 kHz, 12 kHz) and loudness
  levelling, applied to every source on its way into the game.
- Loudness, the speakers option, the equaliser and levelling are now kept in
  music-settings.json between sessions.

Setup page
- Remade in the mod's own colours and type, with numbered steps per source.
- Queue pinned to the right: now playing, the playlist's songs with covers,
  find, and press to jump. Spotify's own queue shows once signed in.
- Cards for Local files and Online radio; equaliser and levelling under Sound.

In game
- MUSIC page in the menu: player and queue, sound settings, source status and
  a button for the setup page.
- "Loading song..." notice in the corner for songs that take a moment, with a
  switch to hide it. Presses made while a song is loading no longer restart it.
- The Spotify row is hidden when Spotify is not in use.
- Console: "spotify ..." is now "music ..." (music, music setup, music gain,
  music through, music spotify client|login|logout).

Logs
- The music sources' working lines (traces, per-song and per-bind lines,
  librespot's own) are debug only; stack captures are skipped unless debug
  logging is on. Grind exits: the per-pop line is debug only too.
- A "Pace:" line when the game takes the sound faster or slower than real
  time, to find why music sounds fast after tabbing back in.

Chat filter
- A run of digits is a number, not a word spelled with look-alikes: a race
  time such as 2:55.0 is no longer masked.
2026-10-12 16:03:35 -05:00

24 lines
1.2 KiB
C++

#pragma once
// How the sound of the music sources (Spotify, YouTube Music, the player's own files, radio,
// another application) is shaped on its way into the game: an equaliser of five bands, and a
// levelling of its loudness, so that a quiet song and a loud one are heard much the same. Both
// are set from the setup page (spotify_dashboard.h) and are as the player left them. The
// game's own music is not touched.
namespace dingosdk::audio_dsp {
inline constexpr int bands = 5;
// What each band is centred on, in Hz (the first and the last are shelves: all below, all above).
inline constexpr float centres[bands] = {60.0f, 250.0f, 1000.0f, 4000.0f, 12000.0f};
inline constexpr float most_decibels = 12.0f;
// A band's gain in decibels, from -12 to 12 (0 leaves it as it is).
void set_band(int band, float decibels) noexcept;
float band(int band) noexcept;
void set_levelling(bool on) noexcept;
bool levelling() noexcept;
// Shapes `frames` of stereo sound at `rate` Hz, where it is. It keeps what it needs of the
// sound before, so it is to be given the sound in the order it is heard.
void process(float* interleaved, unsigned frames, unsigned rate) noexcept;
}