252 lines
7.6 KiB
Rust
252 lines
7.6 KiB
Rust
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use serde::{Deserialize, Serialize};
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use std::collections::HashMap;
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// Note: Use tracing::info! macro directly instead of importing
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/// Types d'effets audio supportés
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#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
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pub enum AudioEffectType {
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/// Equalizer avec bandes de fréquences configurables
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Equalizer {
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bands: Vec<EqBand>,
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},
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/// Normalisation du volume
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Normalization {
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target_level: f32, // dB
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},
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/// Réverbération
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Reverb {
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room_size: f32,
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damping: f32,
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wet_level: f32,
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dry_level: f32,
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},
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/// Écho/Delay
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Echo {
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delay_ms: u32,
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feedback: f32,
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},
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/// Compression
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Compression {
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threshold: f32,
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ratio: f32,
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attack: f32,
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release: f32,
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},
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}
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/// Bande de fréquence pour l'equalizer
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct EqBand {
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pub frequency: f32, // Hz
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pub gain: f32, // dB (-12 à +12)
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pub q_factor: f32, // Bandwidth
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}
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/// Configuration d'effets audio pour un stream
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct AudioEffectsConfig {
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pub user_id: i64,
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pub effects: Vec<AudioEffectType>,
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}
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/// Manager pour gérer les effets audio
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pub struct AudioEffectsManager {
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/// Cache des configurations d'effets par user
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user_configs: HashMap<i64, AudioEffectsConfig>,
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}
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impl AudioEffectsManager {
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pub fn new() -> Self {
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Self {
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user_configs: HashMap::new(),
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}
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}
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/// Appliquer des effets audio à un buffer audio
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#[instrument(skip(self, audio_buffer))]
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pub fn apply_effects(
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&self,
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user_id: i64,
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audio_buffer: &mut Vec<f32>,
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effects: &[AudioEffectType],
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) {
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for effect in effects {
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match effect {
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AudioEffectType::Equalizer { bands } => {
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self.apply_equalizer(audio_buffer, bands);
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}
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AudioEffectType::Normalization { target_level } => {
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self.apply_normalization(audio_buffer, *target_level);
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}
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AudioEffectType::Reverb { room_size, damping, wet_level, dry_level } => {
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self.apply_reverb(audio_buffer, *room_size, *damping, *wet_level, *dry_level);
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}
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AudioEffectType::Echo { delay_ms, feedback } => {
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self.apply_echo(audio_buffer, *delay_ms, *feedback);
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}
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AudioEffectType::Compression { threshold, ratio, attack, release } => {
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self.apply_compression(audio_buffer, *threshold, *ratio, *attack, *release);
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}
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}
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}
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tracing::debug!(
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user_id = user_id,
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effects_count = effects.len(),
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"Effects applied to audio buffer"
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);
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}
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/// Appliquer un equalizer à un buffer audio
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fn apply_equalizer(&self, buffer: &mut Vec<f32>, bands: &[EqBand]) {
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// Note: Cette implémentation est simplifiée
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// Une implémentation réelle nécessiterait des FFT/FIR filters
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// Pour l'instant, on applique un gain simple par bande
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for band in bands {
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let gain_factor = 10.0_f32.powf(band.gain / 20.0);
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for sample in buffer.iter_mut() {
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// Application simplifiée du gain
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*sample *= gain_factor;
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}
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}
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tracing::info!("Equalizer applied with {} bands", bands.len());
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}
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/// Appliquer une normalisation du volume
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fn apply_normalization(&self, buffer: &mut Vec<f32>, target_level: f32) {
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// Trouver le pic le plus élevé
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let max_amplitude = buffer.iter().fold(0.0, |acc, &x| acc.max(x.abs()));
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if max_amplitude > 0.0 {
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let target_linear = 10.0_f32.powf(target_level / 20.0);
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let gain = target_linear / max_amplitude;
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for sample in buffer.iter_mut() {
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*sample *= gain;
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}
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}
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tracing::info!("Normalization applied to -{} dB", target_level);
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}
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/// Appliquer de la réverbération
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fn apply_reverb(
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&self,
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buffer: &mut Vec<f32>,
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room_size: f32,
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damping: f32,
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wet_level: f32,
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dry_level: f32,
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) {
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// Note: Implémentation simplifiée de la réverbération
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// Une implémentation réelle utiliserait des all-pass filters et delays
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let reverb_buffer = buffer.clone();
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// Appliquer un delay avec feedback
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let delay_length = (0.03 * room_size * 44100.0) as usize; // Simplifié
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for i in delay_length..buffer.len() {
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let delayed = reverb_buffer[i - delay_length] * damping;
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buffer[i] = buffer[i] * dry_level + delayed * wet_level;
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}
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tracing::info!("Reverb applied with room_size={}", room_size);
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}
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/// Appliquer de l'écho
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fn apply_echo(&self, buffer: &mut Vec<f32>, delay_ms: u32, feedback: f32) {
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let delay_samples = (delay_ms as f32 * 44.1) as usize; // 44.1 kHz
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if delay_samples < buffer.len() {
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let original = buffer.clone();
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for i in delay_samples..buffer.len() {
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buffer[i] = original[i] + original[i - delay_samples] * feedback;
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}
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}
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tracing::info!("Echo applied with delay={} ms", delay_ms);
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}
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/// Appliquer de la compression
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fn apply_compression(
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&self,
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buffer: &mut Vec<f32>,
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threshold: f32,
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ratio: f32,
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attack: f32,
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release: f32,
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) {
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// Note: Implémentation simplifiée de la compression
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// Une implémentation réelle utiliserait un envelope follower
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for sample in buffer.iter_mut() {
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let abs = sample.abs();
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if abs > threshold {
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let excess = abs - threshold;
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let compressed_excess = excess / ratio;
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let new_amplitude = threshold + compressed_excess;
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if *sample >= 0.0 {
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*sample = new_amplitude;
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} else {
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*sample = -new_amplitude;
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}
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}
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}
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tracing::info!("Compression applied with threshold={} dB", threshold);
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}
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/// Définir les effets audio pour un user
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#[instrument(skip(self))]
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pub fn set_user_effects(&mut self, user_id: i64, config: AudioEffectsConfig) {
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self.user_configs.insert(user_id, config);
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tracing::info!(user_id = user_id, "User audio effects configured");
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}
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/// Obtenir les effets audio d'un user
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pub fn get_user_effects(&self, user_id: i64) -> Option<&AudioEffectsConfig> {
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self.user_configs.get(&user_id)
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}
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/// Supprimer les effets audio d'un user
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#[instrument(skip(self))]
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pub fn clear_user_effects(&mut self, user_id: i64) {
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self.user_configs.remove(&user_id);
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tracing::info!(user_id = user_id, "User audio effects cleared");
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}
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}
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impl Default for AudioEffectsManager {
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fn default() -> Self {
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Self::new()
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_audio_effects_manager() {
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let mut manager = AudioEffectsManager::new();
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let mut buffer = vec![0.5, 0.3, 0.7, 0.2, 0.9];
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let effects = vec![
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AudioEffectType::Normalization {
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target_level: -3.0,
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},
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];
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manager.apply_effects(1, &mut buffer, &effects);
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assert!(true);
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}
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}
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