Full audio fastpath (part2)
This PR allows the audio core to deliver sound data and FFT results 2x faster (43 sps --> 87 sps).
Frequency reactive effects (GEQ, FreqMap, DJLight) will have improved "on-spot" reactions, and will typically react to audio changes within 10-20 milliseconds.
Volume reactive effect will react a bit better (but still lagging behind, due to legacy filtering design that was created when only low-quality analog mics were available). You can try changing the "Mic Quality" option to _low noise_ this will further reduce latency.
Limitations
* only works on esp32-S3 and classic esp32, due to higher CPU load for FFT
* Will not work well with analog microphone
* If your LEDs fixture achieves less than 60-80 fps, you will probably not see a difference.
* mic quality: When set to "low noise" or "perfect", only minimal smoothing is performed on the "Mic Volume" input.
Every filter adds a delay, so this option can lead to better on-spot responses from effects.
* cleanup: removed a few unused variables and unused code.
* introducing sliding window FFT, which effectively doubles the rate of samples - and FFT results - produced per second. As a side-effect, it also makes FFT a bit less noisy.
As sliding window FFT requires double the number of FFT runs, the feature is only enabled on esp32 and esp32-S3.
the JS string can be shortened, by putting the usermod into a variable `ux` that is used instead of repeating the string 'Aduioreactive'.
For now its just an experiment, to see if the idea works on several browsers.
* use last remaining two bytes in audioSyncPacket for transmitting soundPressure
* 0x0 is treated as "legacy value" --> soundPressure = volumeSmth;
* decodeAudioData: ensure receivedPacket struct members are correctly aligned -
strictly speaking it is not safe to cast a uint8_t* as it does not offer any alignment guarantees.
* remove 8266 special handling in audioreactive::setup()
Game of Life Memory Leak Fix + Other Changes
Fixed memory leak using new. Removed gameoflife struct and reverted back to using pointers to segenv.data (similar to starLeds version).
Added Blur slider. Blurs dead cells slowly to bgColor depending on slider instead of immediately dying. Doesn't effect game logic.
Removed confusing pauseFrames, uses .step to pause now.
Keeps track of last palette used and immediately recolors cells if new palette/color selected. Can be improved.
Changes gameSpeed slider to be more consistent. Speed = updates/second now in increments of 4.
Blur now fades while game is paused.
New blur mode when blur slider is >220
Added variables to make code easier to follow instead of check1 custom1 etc. (not needed)
Removed % with random8 calls.
Misc changes