我最近尝试实现在这里找到的节拍检测代码,即 Derivation and Combfilter algorithm #1:: http://archive.gamedev.net/reference/programming/features/beatdetection/page2.asp
我不太确定我是否成功实施它,因为我没有得到好的结果。我想知道是否有人成功地实施了这一点,或者只是针对一般想要提供帮助的好人。这是我的实现:
//Cycle through Tempo's (60 to 200) incrementing each time by 10
for (int i = (int)mintempo; i <= maxtempo; i += 10)
{
//Clear variables to be used
curtempo = i;
fftPulse.Clear();
offset = 0;
energy = 0;
short[] prevBuffer = null;
//Calculate ti
ti = (60 / curtempo) * 44100;
ti = Math.Round(ti, 0);
//Generate pulse train
for (int j = 0; j < pulseTrain.Length; j++)
{
if ((j % ti) == 0)
pulseTrain[j] = short.MaxValue;
else
pulseTrain[j] = 0;
}
//Compute FFT of the pulseTrain array
while (offset < pulseTrain.Length)
{
//Generate block samples (1024 is my blocksize)
short[] fftPulseBuffer = new short[po.blocksize / 2];
//Store samples from pulseTrain in a 1024 block buffer for passing to the FFT algorithm
index = 0;
for (int j = offset; j < (offset + (po.blocksize / 2)) && j < pulseTrain.Length; j++)
{
fftPulseBuffer[index] = pulseTrain[j];
index++;
}
//Initialize prevBuffer, which contains samples from the previous block, used in conjunction with the current block for the FFT
if (prevBuffer == null)
prevBuffer = new short[po.blocksize / 2];
//Calculate the FFT using the current and previous blocks
fftPulse.Add(CalculateFFT(fftPulseBuffer,prevBuffer));
//Set prevBuffer and increment to next block start position
prevBuffer = fftPulseBuffer;
offset += (po.blocksize / 2);
}
//Calculate energy
for (int j = 0; j < intendomainarr.Count; j++)
{
double[] signalarr = intendomainarr[j];
double[] pulsearr = fftPulse[j];
for (int x = 0; x < signalarr.Length; x++)
{
energy += Math.Abs(signalarr[x] * pulsearr[x]);
}
}
//Get current best tempo match
if (energy > maxenergy)
{
chosentempo = curtempo;
maxenergy = energy;
}
}
我得到的结果总是很高,通常在 190 和 200BPM 左右,但事实并非如此,因为我的 .wav 文件的速度只有 60-120BPM 之间。
请注意,我使用的是 .WAV 文件(44.1Khz,16 位,单声道),因此对某些公式进行了一些修改(即计算能量),以便仅使用一个通道。我想确认我的实施是否有任何差异?我不担心 FFT 部分,因为我为此使用了一个库。
非常感谢!