Finalize AudioAnalyzer
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@@ -19,7 +19,7 @@ typedef AudioAnalyzerCallback = Int->Int->Void;
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* FlxSound.amplitude does work in CNE so if any case if your only checking for peak of current
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* time, use that instead.
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*/
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class AudioAnalyzer {
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final class AudioAnalyzer {
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/**
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* Get bytes from an audio buffer with specified position and wordSize
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* @param buffer The audio buffer to get byte from.
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@@ -44,14 +44,14 @@ class AudioAnalyzer {
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* @param sampleRate Sample Rate input.
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* @param barCount How much bars to get.
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* @param levels The output for getting the values, to avoid memory leaks (Optional).
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* @param delta How much delta for smoothen the values from the previous levels values (Optional).
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* @param minDb The minimum decibels to cap (Optional, default -70.0).
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* @param ratio How much ratio for smoothen the values from the previous levels values (Optional, use CoolUtil.getFPSRatio(1 - smoothingTimeConstant) to simulate web AnalyserNode.smoothingTimeConstant).
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* @param minDb The minimum decibels to cap (Optional, default -70.0, -120 is pure silence).
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* @param maxDb The maximum decibels to cap (Optional, default -10.0).
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* @param minFreq The minimum frequency to cap (Optional, default 20.0).
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* @param maxFreq The maximum frequency to cap (Optional, default 22000.0).
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* @return Output of levels/bars
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* @param minFreq The minimum frequency to cap (Optional, default 20.0, Below 20.0 is not Recommended).
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* @param maxFreq The maximum frequency to cap (Optional, default 22000.0, Above 22000.0 is not Recommended).
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* @return Output of levels/bars that ranges from 0 to 1
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*/
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public static function getLevelsFromFrequencies(frequencies:Array<Float>, sampleRate:Int, barCount:Int, ?levels:Array<Float>, delta = 0.0, minDb = -70.0, maxDb = -10.0, minFreq = 20.0, maxFreq = 22000.0):Array<Float> {
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public static function getLevelsFromFrequencies(frequencies:Array<Float>, sampleRate:Int, barCount:Int, ?levels:Array<Float>, ratio = 0.0, minDb = -70.0, maxDb = -10.0, minFreq = 20.0, maxFreq = 22000.0):Array<Float> {
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if (levels == null) levels = [];
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levels.resize(barCount);
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@@ -78,8 +78,8 @@ class AudioAnalyzer {
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}
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i1 = Math.floor(s1 = s2);
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v = ((20 * Math.log(v) / 2.302585092994046) - minDb) / dbRange;
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if (delta > 0 && delta < 1 && v < levels[i]) levels[i] -= Math.pow(levels[i] - v, 2.302585092994046) * delta;
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v = CoolUtil.bound(((20 * Math.log(v) / 2.302585092994046) - minDb) / dbRange, 0, 1);
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if (ratio > 0 && ratio < 1 && v < levels[i]) levels[i] -= (levels[i] - v) * ratio;
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else levels[i] = v;
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}
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@@ -139,7 +139,6 @@ class AudioAnalyzer {
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var __logN:Int;
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var __freqSamples:Array<Float>;
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var __reverseIndices:Array<Int> = [];
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var __factors:Array<Int> = [];
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var __windows:Array<Float> = [];
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var __twiddleReals:Array<Float> = [];
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var __twiddleImags:Array<Float> = [];
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@@ -196,19 +195,6 @@ class AudioAnalyzer {
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__twiddleImags[i] = Math.sin(a);
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}
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__factors.resize(0);
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var inv = fftN;
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/*while (inv % 4 == 0) {
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__factors.push(4);
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inv >>= 2;
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}*/
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while (inv % 2 == 0) {
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__factors.push(2);
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inv >>= 1;
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}
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return fftN;
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}
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@@ -233,15 +219,15 @@ class AudioAnalyzer {
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* @param startPos Start Position to get from sound in milliseconds.
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* @param barCount How much bars to get.
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* @param levels The output for getting the values, to avoid memory leaks (Optional).
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* @param delta How much delta for smoothen the values from the previous levels values (Optional).
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* @param ratio How much ratio for smoothen the values from the previous levels values (Optional, use CoolUtil.getFPSRatio(1 - smoothingTimeConstant) to simulate web AnalyserNode.smoothingTimeConstant).
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* @param minDb The minimum decibels to cap (Optional, default -70.0).
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* @param maxDb The maximum decibels to cap (Optional, default -10.0).
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* @param minFreq The minimum frequency to cap (Optional, default 20.0).
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* @param maxFreq The maximum frequency to cap (Optional, default 22000.0).
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* @return Output of levels/bars
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*/
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public function getLevels(startPos:Float, barCount:Int, ?levels:Array<Float>, ?delta:Float, ?minDb:Float, ?maxDb:Float, ?minFreq:Float, ?maxFreq:Float):Array<Float>
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return inline getLevelsFromFrequencies(__frequencies = getFrequencies(startPos, __frequencies), buffer.sampleRate, barCount, levels, delta, minDb, maxDb, minFreq, maxFreq);
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public function getLevels(startPos:Float, barCount:Int, ?levels:Array<Float>, ?ratio:Float, ?minDb:Float, ?maxDb:Float, ?minFreq:Float, ?maxFreq:Float):Array<Float>
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return inline getLevelsFromFrequencies(__frequencies = getFrequencies(startPos, __frequencies), buffer.sampleRate, barCount, levels, ratio, minDb, maxDb, minFreq, maxFreq);
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/**
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* Gets frequencies from an attached FlxSound from startPos.
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@@ -250,106 +236,43 @@ class AudioAnalyzer {
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* @return Output of frequencies
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*/
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public function getFrequencies(startPos:Float, ?frequencies:Array<Float>):Array<Float> {
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// https://github.com/FunkinCrew/grig.audio/commit/8567c4dad34cfeaf2ff23fe12c3796f5db80685e
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inline function butterfly4PointOptimized(i0:Int, i1:Int, i2:Int, i3:Int, w1_idx:Int, w2_idx:Int, w3_idx:Int) {
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// Load input values
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var x0r = __freqReals[i0];
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var x0i = __freqImags[i0];
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// Apply twiddle factors to x1, x2, x3
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// x1 = workingData[i1] * twiddle1
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var x1r_raw = __freqReals[i1];
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var x1i_raw = __freqImags[i1];
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var tw1r = __twiddleReals[w1_idx];
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var tw1i = __twiddleImags[w1_idx];
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var x1r = x1r_raw * tw1r - x1i_raw * tw1i;
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var x1i = x1r_raw * tw1i + x1i_raw * tw1r;
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// x2 = workingData[i2] * twiddle2
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var x2r_raw = __freqReals[i2];
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var x2i_raw = __freqImags[i2];
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var tw2r = __twiddleReals[w2_idx];
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var tw2i = __twiddleImags[w2_idx];
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var x2r = x2r_raw * tw2r - x2i_raw * tw2i;
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var x2i = x2r_raw * tw2i + x2i_raw * tw2r;
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// x3 = workingData[i3] * twiddle3
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var x3r_raw = __freqReals[i3];
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var x3i_raw = __freqImags[i3];
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var tw3r = __twiddleReals[w3_idx];
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var tw3i = __twiddleImags[w3_idx];
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var x3r = x3r_raw * tw3r - x3i_raw * tw3i;
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var x3i = x3r_raw * tw3i + x3i_raw * tw3r;
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// Compute intermediate values for 4-point DFT
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var t0r = x0r + x2r; // (x0 + x2).real
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var t0i = x0i + x2i; // (x0 + x2).imag
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var t1r = x0r - x2r; // (x0 - x2).real
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var t1i = x0i - x2i; // (x0 - x2).imag
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var t2r = x1r + x3r; // (x1 + x3).real
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var t2i = x1i + x3i; // (x1 + x3).imag
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var t3r = x1r - x3r; // (x1 - x3).real
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var t3i = x1i - x3i; // (x1 - x3).imag
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// Apply j multiplication: j * (a + jb) = -b + ja
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var jt3r = -t3i; // j * t3.real = -t3.imag
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var jt3i = t3r; // j * t3.imag = t3.real
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// Final 4-point DFT butterfly outputs
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__freqReals[i0] = t0r + t2r; // X[k]
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__freqImags[i0] = t0i + t2i;
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__freqReals[i1] = t1r - jt3r; // X[k + N/4]
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__freqImags[i1] = t1i - jt3i;
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__freqReals[i2] = t0r - t2r; // X[k + N/2]
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__freqImags[i2] = t0i - t2i;
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__freqReals[i3] = t1r + jt3r; // X[k + 3N/4]
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__freqImags[i3] = t1i + jt3i;
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}
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inline function butterfly2PointOptimized(i0:Int, i1:Int, w_idx:Int) {
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var tempr = __freqReals[i1] * __twiddleReals[w_idx] - __freqImags[i1] * __twiddleImags[w_idx];
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var tempi = __freqReals[i1] * __twiddleImags[w_idx] + __freqImags[i1] * __twiddleReals[w_idx];
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__freqReals[i1] = __freqReals[i0] - tempr;
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__freqImags[i1] = __freqImags[i0] - tempi;
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__freqReals[i0] += tempr;
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__freqImags[i0] += tempi;
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}
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__freqSamples = getSamples(startPos, fftN, true, __freqSamples);
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if (frequencies == null) frequencies = [];
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frequencies.resize(__N2);
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if (fftN == 1) frequencies[0] = __freqSamples[0];
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else {
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var n;
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for (i in 0...fftN) {
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n = __reverseIndices[i];
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__freqReals[n] = __freqSamples[i] * __windows[i];
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__freqImags[n] = 0;
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}
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var size = 1, s2, start, t;
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for (radix in __factors) {
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n = Math.floor(fftN / (size *= radix));
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s2 = size >> (radix >> 1);
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if (radix == 4) for (i in 0...n) {
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start = i * size;
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for (k in 0...s2)
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butterfly4PointOptimized(t = start + k, t = (t + s2), t = (t + s2), t = (t + s2),
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(k * n) % fftN, (2 * k * n) % fftN, (3 * k * n) % fftN);
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}
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else for (i in 0...n) {
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start = i * size;
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for (k in 0...s2) butterfly2PointOptimized(t = start + k, t = (t + s2), (k * n) % fftN);
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}
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}
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var inv = 1.0 / fftN;
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frequencies[0] = Math.sqrt(__freqReals[0] * __freqReals[0] + __freqImags[0] * __freqImags[0]) * inv;
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for (i in 1...__N2) frequencies[i] = 2 * Math.sqrt(__freqReals[i] * __freqReals[i] + __freqImags[i] * __freqImags[i]) * inv;
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var i = fftN;
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while (i > 0) {
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i--;
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__freqReals[__reverseIndices[i]] = __freqSamples[i] * __windows[i];
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__freqImags[i] = 0;
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}
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var size = 1, half = 1, n = fftN, k, i0, i1, t, tr:Float, ti:Float;
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while ((size <<= 1) < fftN) {
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n >>= 1;
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i = 0;
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while (i < fftN) {
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k = 0;
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while (k < half) {
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i1 = (i0 = i + k) + half;
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t = (k * n) % fftN;
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__freqReals[i1] = __freqReals[i0] - (tr = __freqReals[i1] * __twiddleReals[t] - __freqImags[i1] * __twiddleImags[t]);
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__freqImags[i1] = __freqImags[i0] - (ti = __freqReals[i1] * __twiddleImags[t] + __freqImags[i1] * __twiddleReals[t]);
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__freqReals[i0] += tr;
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__freqImags[i0] += ti;
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k++;
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}
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i += size;
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}
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half <<= 1;
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}
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frequencies[i = 0] = Math.sqrt(__freqReals[0] * __freqReals[0] + __freqImags[0] * __freqImags[0]) * (tr = 1.0 / fftN) * tr;
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while (++i < __N2) frequencies[i] = 2 * Math.sqrt(__freqReals[i] * __freqReals[i] + __freqImags[i] * __freqImags[i]) * tr;
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return frequencies;
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}
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