estimated audio sound pressure

This commit is contained in:
Frank
2023-04-06 18:58:20 +02:00
parent b09077627e
commit 197e120e3b
3 changed files with 78 additions and 6 deletions

View File

@@ -5976,14 +5976,16 @@ static const char _data_FX_MODE_2DDRIFTROSE[] PROGMEM = "Drift Rose@Fade,Blur;;;
um_data_t *um_data;
if (usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
volumeSmth = *(float*) um_data->u_data[0];
volumeRaw = *(float*) um_data->u_data[1];
volumeRaw = *(int16_t*) um_data->u_data[1];
fftResult = (uint8_t*) um_data->u_data[2];
samplePeak = *(uint8_t*) um_data->u_data[3];
FFT_MajorPeak = *(float*) um_data->u_data[4];
my_magnitude = *(float*) um_data->u_data[5];
maxVol = (uint8_t*) um_data->u_data[6]; // requires UI element (SEGMENT.customX?), changes source element
binNum = (uint8_t*) um_data->u_data[7]; // requires UI element (SEGMENT.customX?), changes source element
fftBin = (float*) um_data->u_data[8];
FFT_MajPeakSmth= *(float*) um_data->u_data[8]; // FFT Majorpeak smoothed
soundPressure = *(float*) um_data->u_data[9]; // sound pressure ( = logarithmic scale microphone input). Range 0...255
agcSensitivity = *(float*) um_data->u_data[10]; // current AGC gain, scaled to 0...255. use "255.0f - agcSensitivity" to get MIC input level
} else {
// add support for no audio data
um_data = simulateSound(SEGMENT.soundSim);