The best filters to take a look at if you are searching for a way to get
started with an audio filter is the
internal audio filters
of AviSynth. Mainly
audio.cpp
is interesting.
Basically you override GetAudio(...) instead of GetFrame, and fill the buffer with data. A simple filter could look like this:
AVSValue __cdecl HalfVolume::Create(AVSValue args, void*, IScriptEnvironment* env) { if (!args[0].AsClip()->GetVideoInfo().HasAudio()) return args[0]; // Auto convert audio to a compatible format. AVSValue CA_args[3] = { args[0], SAMPLE_INT16 | SAMPLE_FLOAT, SAMPLE_FLOAT }; PClip clip = env->Invoke("ConvertAudio", AVSValue(CA_args, 3)).AsClip(); return new HalfVolume(clip); }
What ConvertAudio()
does is, that you tell it that your filter supports
SAMPLE_INT16 and SAMPLE_FLOAT, and that it prefers SAMPLE_FLOAT. If the input isn't
16 bit or float, it'll be converted to float, otherwise the original PClip is returned.
HalfVolume::HalfVolume(PClip _child) : GenericVideoFilter(_child) { // Provide null GetFrame, GetParity, etc }
void __stdcall HalfVolume::GetAudio(void* buf, __int64 start, __int64 count, IScriptEnvironment* env) { child->GetAudio(buf, start, count, env); int channels = vi.AudioChannels(); if (vi.SampleType() == SAMPLE_INT16) { short* samples = (short*)buf; for (int i=0; i< count; i++) { for(int j=0;j< channels;j++) { samples[i*channels+j] += 1; // Round samples[i*channels+j] /= 2; // Halve } } } else if (vi.SampleType() == SAMPLE_FLOAT) { SFLOAT* samples = (SFLOAT*)buf; for (int i=0; i< count; i++) { for(int j=0;j< channels;j++) { samples[i*channels+j] /= 2.0f; // Halve, rounding not needed } } } }
Implementation of a half volume filter. Very explicit, so it isn't going to
be the fastest possible, but it should serve the purpose. Furthermore have a look
discussion here
and look also at
audio.cpp
for a bunch of more advanced stuff. A lot of technical details are also to be
found in AviSynth Two-Five Audio.