Re: [ecasound] lossless conversion broken?
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From: Dan M. <da...@gm...> - 2010-11-02 23:03:24
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Hi, > libecasound/eca-sample-conversion.h: > http://ecasound.git.sourceforge.net/git/gitweb.cgi?p=ecasound/ecasound;a=blob;f=libecasound/eca-sample-conversion.h;h=f11aced93bd9ff2616c5500205d661cc8c554201;hb=HEAD#l96 I looked at the code. I'm surprised at a different asymmetry -- the one between eca_sample_convert_float_to_s32 vs. eca_sample_convert_s32_to_float: int32_t eca_sample_convert_float_to_s32(float inval) { if (inval < 0.0f) return((int32_t)((float)(inval * (INT32_MAX)))); return((int32_t)((float)(inval * INT32_MAX) - 0.5f)); } float eca_sample_convert_s32_to_float(int32_t inval) { return(((float)inval) / INT32_MAX); } The conversion functions should be (at least mathematically) inverse functions, i.e. f (g (x)) = x. If you don't distinguish between positive and negative int's, why do you do so for +/- floats? > This is unit-tested in libecasound/eca-sample-conversion_test.h: > http://ecasound.git.sourceforge.net/git/gitweb.cgi?p=ecasound/ecasound;a=blob;f=libecasound/eca-sample-conversion_test.h;h=fa0c52247290c4886dc98889afde9eaac0f8e70d;hb=HEAD Yes, but that unit test only looks at 0.0f, ((float) INT_MAX) and ((float) INT_MIN). Zero is not distorted, but 1,2,3 etc are: int main () { int32_t i; while ((cin >> i)) { float f = eca_sample_convert_s32_to_float (i); cout << "float " << f << " -> int " << eca_sample_convert_float_to_s32 (f) << "\n"; } return 0; } 1 float 4.65661e-10 -> int 0 2 float 9.31323e-10 -> int 1 3 float 1.39698e-09 -> int 2 If you get rid of the 0.5f bias for positive int's in eca_sample_convert_float_to_s32, all problems seem to disappear. > So this is basicly the "asymmetric" method in: > http://blog.bjornroche.com/2009/12/linearity-and-dynamic-range-in-int.html I agree with the jackit threads -- introducing a nonlinear transformation in a chain is not a good thing (from a signals & systems POV). Sounds like 0x8000, symmetrical would be best for the future. I assume this breaks existing files, which is why you'd have to wait for a major release. -- Dan |