如何解决使用TarsosDSP修复Kotlin中的“摇晃”音调检测
我正在编写一个乐器调音器应用程序(目前从guitar开始)。对于音高检测,我使用的是tarsosdsp。它确实可以正确检测到音高,但是有些颤抖-例如,我将在吉他上敲击(正确调音的)D弦,它会正确地将其识别为D,但是过了一会儿,它会循环播放一串非常快地随机注释。我不确定如何最好地解决这个问题。这是我的代码,负责检测音高:
val dispatcher: Audiodispatcher = AudiodispatcherFactory.fromDefaultMicrophone(44100,4096,3072)
val pdh = PitchDetectionHandler { res,_ ->
val pitchInHz: Float = res.pitch
runOnUiThread { processing.closestNote(pitchInHz)}
}
val pitchProcessor: AudioProcessor =
PitchProcessor(PitchProcessor.PitchEstimationAlgorithm.FFT_YIN,44100F,pdh)
dispatcher.addAudioProcessor(pitchProcessor)
val audioThread = Thread(dispatcher,"Audio Thread")
audioThread.start()
然后,我编写了一个函数,该函数应该检测与当前音高最接近的音符。另外,我还尝试通过编写一个应该在hz中找到最接近的音高的函数,然后将该结果用于closetNoteNote函数,以使这种方式我得到的结果会更少(即使它得到的结果也更少),从而使结果“不那么摇晃”应该是相同的,并且我也没有注意到任何区别)。这是两个函数:
...
private val allNotes = arrayOf("A","A#","B","C","C#","D","D#","E","F","F#","G","G#")
private val concertPitch = 440
...
/** detects closest note in A = 440hz with with equal temperament formula:
* pitch(i) = pitch(0) * 2^(i/12)
* therefore formula to derive interval between two pitches:
* i = 12 * log2 * (pitch(i)/pitch(o))
*/
fun closestNote(pitchInHz: Float) {
(myCallback as MainActivity).noteSize() //adjusts the font size of note
if (pitchInHz != -1F) {
val roundHz = closestPitch(pitchInHz)
val i = (round(log2(roundHz / concertPitch) * 12)).toInt()
val closestNote = allNotes[(i % 12 + 12) % 12]
myCallback?.updateNote(closestNote) // updates note text
}
}
private fun closestPitch(pitchInHz: Float): Float {
val i = (round(log2(pitchInHz / concertPitch) * 12)).toInt()
val closestPitch = concertPitch * 2.todouble().pow(i.todouble() / 12)
return closestPitch.toFloat()
}
有什么想法可以使我获得更一致的结果吗?谢谢!
解决方法
我自己解决了这个问题:TarsosDSP计算出每个音符被演奏的概率。我将closestNote
函数设置为仅在概率> 0.91的情况下才更新文本(我发现该值可提供“稳定性”,因为在敲击字符串后文本不会改变,并且仍能正确识别音符而不敲击字符串)多次/太硬了,还用未插电的非空心电吉他进行了测试
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