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Substation/MusicAnalyzer.cs
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using System.Numerics;
using FftSharp;
using NAudio.Wave;
namespace Substation;
public record MusicPattern(List<WaveFrame> ChannelA, List<WaveFrame> ChannelB, TimeSpan Duration);
public static class MusicAnalyzer
{
const int SampleRate = 44100;
const int WindowSize = 2048;
const int HopSize = 1024;
const double TickDuration = 0.1; // 100ms per e-stim frame
// Frequency band boundaries (Hz)
const double RhythmLow = 20, RhythmHigh = 250;
const double MelodyLow = 300, MelodyHigh = 4000;
public static MusicPattern Analyze(string mp3Path, IProgress<int>? progress = null)
{
var samples = DecodeToMono(mp3Path);
var duration = TimeSpan.FromSeconds((double)samples.Length / SampleRate);
var tickCount = (int)Math.Ceiling((double)samples.Length / SampleRate / TickDuration);
var channelA = new List<WaveFrame>(tickCount);
var channelB = new List<WaveFrame>(tickCount);
var window = new FftSharp.Windows.Hanning();
var buffer = new double[WindowSize];
int fftsPerTick = (int)Math.Round(TickDuration * SampleRate / HopSize);
double[]? prevRhythmMag = null;
double maxFlux = 0;
double maxMelodyEnergy = 0;
// First pass: collect per-tick features
var tickFeatures = new List<TickFeature>(tickCount);
int pos = 0;
int fftIndex = 0;
while (pos + WindowSize <= samples.Length)
{
for (int i = 0; i < WindowSize; i++)
buffer[i] = samples[pos + i];
window.ApplyInPlace(buffer);
var spectrum = FFT.Forward(buffer);
var mag = FFT.Magnitude(spectrum);
var (rhythmEnergy, rhythmFlux, melodyEnergy, melodyFreq) =
ExtractFeatures(mag, prevRhythmMag);
if (rhythmFlux > maxFlux) maxFlux = rhythmFlux;
if (melodyEnergy > maxMelodyEnergy) maxMelodyEnergy = melodyEnergy;
prevRhythmMag = mag;
int tickIdx = fftIndex / Math.Max(1, fftsPerTick);
while (tickFeatures.Count <= tickIdx)
tickFeatures.Add(new TickFeature());
var tf = tickFeatures[tickIdx];
tf.RhythmFlux = Math.Max(tf.RhythmFlux, rhythmFlux);
tf.MelodyEnergy += melodyEnergy;
tf.MelodyFreqSamples.Add(melodyFreq);
tf.MelodyCount++;
pos += HopSize;
fftIndex++;
if (progress != null && fftIndex % 50 == 0)
{
var pct = (int)((double)pos / samples.Length * 100);
progress.Report(pct);
}
}
progress?.Report(100);
// Second pass: normalize and build WaveFrames
const int rhythmFreqMs = 150; // ~7Hz deep pulse
foreach (var tf in tickFeatures)
{
// Channel A: rhythm onset
double normalizedFlux = maxFlux > 0 ? tf.RhythmFlux / maxFlux : 0;
int onsetIntensity = (int)Math.Round(normalizedFlux * 100);
// Sub-tick attack/decay shape
var intA = new[]
{
(byte)Math.Clamp(onsetIntensity, 0, 100),
(byte)Math.Clamp(onsetIntensity * 6 / 10, 0, 100),
(byte)Math.Clamp(onsetIntensity * 3 / 10, 0, 100),
(byte)0
};
var freqA = Freq.Compress4(new[] { rhythmFreqMs, rhythmFreqMs, rhythmFreqMs, rhythmFreqMs });
channelA.Add(new WaveFrame(freqA, intA));
// Channel B: melody
double avgEnergy = tf.MelodyCount > 0 ? tf.MelodyEnergy / tf.MelodyCount : 0;
double normalizedEnergy = maxMelodyEnergy > 0 ? avgEnergy / maxMelodyEnergy : 0;
int melodyIntensity = (int)Math.Round(normalizedEnergy * 80); // cap at 80 for comfort
melodyIntensity = Math.Clamp(melodyIntensity, 0, 100);
// Weighted average dominant frequency
double weightedFreq = 0;
double totalWeight = 0;
foreach (var f in tf.MelodyFreqSamples)
{
weightedFreq += f * f; // weight by energy (freq already squared mag)
totalWeight += f;
}
double avgMelodyHz = totalWeight > 0 ? weightedFreq / totalWeight : 500;
int estimsMs = MapPitchToPeriod(avgMelodyHz);
var intB = new[]
{
(byte)melodyIntensity, (byte)melodyIntensity,
(byte)melodyIntensity, (byte)melodyIntensity
};
var freqB = Freq.Compress4(new[] { estimsMs, estimsMs, estimsMs, estimsMs });
channelB.Add(new WaveFrame(freqB, intB));
}
return new MusicPattern(channelA, channelB, duration);
}
static (double rhythmEnergy, double rhythmFlux, double melodyEnergy, double melodyFreq) ExtractFeatures(
double[] magnitude, double[]? prevRhythmMag)
{
double binWidth = (double)SampleRate / WindowSize;
int rhythmLoBin = (int)(RhythmLow / binWidth);
int rhythmHiBin = (int)(RhythmHigh / binWidth);
int melodyLoBin = (int)(MelodyLow / binWidth);
int melodyHiBin = (int)(MelodyHigh / binWidth);
// Rhythm band energy
double rhythmEnergy = 0;
for (int i = rhythmLoBin; i <= rhythmHiBin && i < magnitude.Length; i++)
rhythmEnergy += magnitude[i] * magnitude[i];
rhythmEnergy = Math.Sqrt(rhythmEnergy / (rhythmHiBin - rhythmLoBin + 1));
// Spectral flux (positive change in rhythm band)
double rhythmFlux = 0;
if (prevRhythmMag != null)
{
for (int i = rhythmLoBin; i <= rhythmHiBin && i < magnitude.Length; i++)
{
double diff = magnitude[i] - prevRhythmMag[i];
if (diff > 0) rhythmFlux += diff;
}
}
// Melody band: energy + dominant frequency (spectral peak)
double melodyEnergy = 0;
double peakMag = 0;
int peakBin = melodyLoBin;
for (int i = melodyLoBin; i <= melodyHiBin && i < magnitude.Length; i++)
{
double m = magnitude[i];
melodyEnergy += m * m;
if (m > peakMag)
{
peakMag = m;
peakBin = i;
}
}
melodyEnergy = Math.Sqrt(melodyEnergy / (melodyHiBin - melodyLoBin + 1));
double melodyFreq = peakBin * binWidth;
return (rhythmEnergy, rhythmFlux, melodyEnergy, melodyFreq);
}
static int MapPitchToPeriod(double hz)
{
// Map melody frequency (300-4000Hz) to e-stim period (10-1000ms)
// Logarithmic mapping: low notes → deep, high notes → buzzy
double logFreq = Math.Log(Math.Clamp(hz, MelodyLow, MelodyHigh));
double logMin = Math.Log(MelodyLow);
double logMax = Math.Log(MelodyHigh);
double t = (logFreq - logMin) / (logMax - logMin); // 0..1
// Invert: high freq → short period (buzzy), low freq → long period (deep)
int ms = (int)Math.Round(1000 - t * 990); // 1000ms..10ms
return Math.Clamp(ms, 10, 1000);
}
static double[] DecodeToMono(string mp3Path)
{
using var reader = new Mp3FileReader(mp3Path);
var format = new WaveFormat(SampleRate, 16, 1);
using var resampler = new MediaFoundationResampler(reader, format);
resampler.ResamplerQuality = 60;
var sampleList = new List<float>();
var buffer = new byte[SampleRate * 2]; // 1s worth of 16-bit mono
int read;
while ((read = resampler.Read(buffer, 0, buffer.Length)) > 0)
{
for (int i = 0; i < read; i += 2)
{
short sample = (short)(buffer[i] | (buffer[i + 1] << 8));
sampleList.Add(sample / 32768f);
}
}
var result = new double[sampleList.Count];
for (int i = 0; i < sampleList.Count; i++)
result[i] = sampleList[i];
return result;
}
class TickFeature
{
public double RhythmFlux;
public double MelodyEnergy;
public double MelodyCount;
public readonly List<double> MelodyFreqSamples = new();
}
}