static AS3_Val prediction(void* self, AS3_Val args) { AS3_Val in_arr = AS3_Undefined(), out_arr = AS3_Array(0); float *tmp, d, e; int i,j,k,l, n,x,y, newx,newy, il, dx,dy; LAYER *pL; AS3_ArrayValue( args, "AS3ValType", &in_arr ); for(i=0; i < 1024; ++i) data[i] = AS3_IntValue(AS3_Get(in_arr, AS3_Int(4*i+1))) /255.0; n = 1; x = 32; y = 32; #define DATA(l,j,i) data[((l)*y + (j))*x + (i)] #define O(k,dy,dx) o[((k)*newy + (dy))*newx + (dx)] #define W(k,l,j,i) pL->w[(((k)*n + (l))*pL->y + (j))*pL->x + (i)] for (il=0; il < nl; ++il) { flyield(); pL = L+il; newx = x+1-pL->x; newy = y+1-pL->y; for (dx=0; dx < newx; ++dx) for (dy=0; dy < newy; ++dy) for (k=0; k < pL->n; ++k) { d = pL->b[k]; for (l=0; l < n; ++l) for(j=0; j < pL->y; ++j) for(i=0; i < pL->x; ++i) d += DATA(l,j+dy,i+dx)*W(k,l,j,i); O(k,dy,dx) = d; } if(pL->maxpool) { for (k=0; k < pL->n; ++k) for (dx=0; dx < newx; dx+=2) for (dy=0; dy < newy; dy+=2) { d=O(k,dy,dx); e=O(k,dy,dx+1); if(e>d) d=e; e=O(k,dy+1,dx); if(e>d) d=e; e=O(k,dy+1,dx+1); if(e>d) d=e; O(k,dy/2,dx/2)=d; } newx /= 2; newy /= 2; } for (dx=0; dx < newx; ++dx) for (dy=0; dy < newy; ++dy) { e = 0; for (k=0; k < pL->n; ++k) { d = O(k,dy,dx); if(pL->nonlin==1) d=1.0/(1.0 + exp(-d)); else if(pL->nonlin==2) d=tanh(d); else if(pL->nonlin==3) { d=exp(d); e += d; } O(k,dy,dx) = d; } if(pL->nonlin==3 && e) for (k=0; k < pL->n; ++k) O(k,dy,dx) /= e; } tmp = data; data = o; o = tmp; x = newx; y = newy; n = pL->n; } for(i=0; i < n*x*y; ++i) AS3_Set(out_arr, AS3_Int(i), AS3_Number(data[i])); return out_arr; }
/** * Scan in a wavetable. Wavetable should be at least one longer than the table size. */ static AS3_Val wavetableIn(void *self, AS3_Val args) { AS3_Val settings; int bufferPosition; int channels; int frames; float *buffer; int sourceBufferPosition; float *sourceBuffer; double phaseArg; float phase; double phaseAddArg; float phaseAdd; double phaseResetArg; float phaseReset; int tableSize; int count; int intPhase; float *wavetablePosition; float *scratch; double y1Arg, y2Arg; float y1, y2; float fractional, fractionalIncrement, instantBend; AS3_ArrayValue(args, "IntType, IntType, IntType, IntType, AS3ValType", &bufferPosition, &sourceBufferPosition, &channels, &frames, &settings); AS3_ObjectValue(settings, "tableSize:IntType, phase:DoubleType, phaseAdd:DoubleType, phaseReset:DoubleType, y1:DoubleType, y2:DoubleType", &tableSize, &phaseArg, &phaseAddArg, &phaseResetArg, &y1Arg, &y2Arg); buffer = (float *) bufferPosition; sourceBuffer = (float *) sourceBufferPosition; phaseAdd = (float) phaseAddArg * tableSize; // num source frames to add per output frames phase = (float) phaseArg * tableSize; // translate into a frame count into the table phaseReset = (float) phaseResetArg * tableSize; y1 = (float) y1Arg; y2 = (float) y2Arg; // Expand the pitch modulation into scratch // expandLine(scratch1, y1, y2, frames); // draws spline segment into scratch1 // scratch = (float *) scratch1; // Make sure we got everything right //sprintf(trace, "Wavetable size=%d phase=%f phaseAdd=%f y1=%f y2=%f", tableSize, phase, phaseAdd, y1, y2); //sztrace(trace); count=frames; fractional = 0.0; fractionalIncrement = 1 / (float) frames; if (channels == 1) { while (count--) { while (phase >= tableSize) { if (phaseReset == -1) { // no looping! return 0; } else { // wrap phase to the loop point phase -= tableSize; phase += phaseReset; } } intPhase = (int) phase; // int phase wavetablePosition = sourceBuffer + intPhase; *buffer++ = interpolate(*wavetablePosition, *(wavetablePosition+1), phase - intPhase); // Increment phase by adjusting phaseAdd for instantaneous pitch bend instantBend = interpolate(y1, y2, fractional); fractional += fractionalIncrement; phase += phaseAdd * shiftToFreq(instantBend); } } else if (channels == 2 ) { while (count--) { while (phase >= tableSize) { if (phaseReset == -1) { // no looping! return 0; } else { // wrap phase to the loop point phase -= tableSize; phase += phaseReset; } } intPhase = ((int)(phase*0.5))*2; // int phase, round to even frames, for each stereo frame pair wavetablePosition = sourceBuffer + intPhase; *buffer++ = interpolate(*wavetablePosition, *(wavetablePosition+2), phase - intPhase); *buffer++ = interpolate(*(wavetablePosition+1), *(wavetablePosition+3), phase - intPhase); // Increment phase by adjusting phaseAdd for instantaneous pitch bend instantBend = interpolate(y1, y2, fractional); fractional += fractionalIncrement; phase += phaseAdd * shiftToFreq(instantBend); } } // Scale back down to a factor, and write the final phase value back to AS3 phase /= tableSize; AS3_Set(settings, AS3_String("phase"), AS3_Number(phase)); return 0; }