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