The aim of this article is to show an efficient algorithm of signal processing which will allow one to have a competent system of sound fingerprinting and signal recognition. I'll try to come with some explanations of the article's algorithm, and also speak about how it can be implemented using the C# programming language. Additionally, I'll try to cover topics of digital signal processing that are used in the algorithm, thus you'll be able to get a clearer image of the entire system. And as a proof of concept, I'll show you how to develop a simple WPF MVVM application.
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// Sound Fingerprinting framework
// https://code.google.com/p/soundfingerprinting/
// Code license: GNU General Public License v2
// ciumac.sergiu@gmail.com
using System;
using System.Globalization;
using System.Reflection;
using System.Runtime.Serialization;
using System.Security.Permissions;
using System.Xml.Serialization;
using SoundfingerprintingLib.NeuralHashing.ActivationFunctions;
using SoundfingerprintingLib.NeuralHashing.Utils;
namespace SoundfingerprintingLib.NeuralHashing
{
/// <summary>
/// Neuron
/// </summary>
[Serializable]
public class Neuron : ISerializable
{
#region Serialization Constants
private const string INPUTS_COUNT = "InputsCount";
private const string WEIGHT = "Weight";
private const string BIAS = "Bias";
private const string ACTIVATION_FUNCTION = "ActivationFunction";
private const string SUM = "Sum";
private const string OUTPUT = "Output";
#endregion
private static Random rand = new Random();
/// <summary>
/// Random generator range.
/// </summary>
/// <remarks>
/// Sets the range of random generator. Affects initial values of neuron's weight.
/// Default value is [0, 1].
/// </remarks>
protected static FloatRange randRange = new FloatRange(-1.0f, 1.0f);
private static Assembly assembly; /*Used at serialization*/
#region Properties
/// <summary>
/// Random number generator.
/// </summary>
/// <remarks>
/// The property allows to initialize random generator with a custom seed. The generator is
/// used for neuron's weights randomization.
/// </remarks>
public static Random RandGenerator
{
get { return rand; }
set
{
if (value != null)
{
rand = value;
}
}
}
/// <summary>
/// Random generator range.
/// </summary>
/// <remarks>
/// Sets the range of random generator. Affects initial values of neuron's weight.
/// Default value is [0, 1].
/// </remarks>
public static FloatRange RandRange
{
get { return randRange; }
set
{
if (value != null)
{
randRange = value;
}
}
}
/// <summary>
/// Inputs count
/// </summary>
public int InputsCount
{
get { return _inputsCount; }
set
{
_inputsCount = Math.Max(1, value);
_weights = new float[_inputsCount];
}
}
/// <summary>
/// Threshold property
/// </summary>
public float Bias
{
get { return _bias; }
set { _bias = value; }
}
/// <summary>
/// Activation function property
/// </summary>
[XmlIgnore]
public IActivationFunction ActivationFunction
{
get { return _function; }
set { _function = value; }
}
/// <summary>
/// Get output value of the neuron
/// </summary>
public float Output
{
get { return _output; }
}
/// <summary>
/// Get/Set weight value
/// </summary>
/// <param name = "index">Index of weight</param>
/// <returns>Returns weight of the specified index</returns>
public float this[int index]
{
get { return _weights[index]; }
set { _weights[index] = value; }
}
#endregion
#region Constructors
/// <summary>
/// Constructor
/// </summary>
/// <param name = "inputs">Number of inputs of the neuron</param>
public Neuron(int inputs)
{
_function = new SigmoidFunction();
_inputsCount = Math.Max(1, inputs);
_weights = new float[_inputsCount];
Randomize();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name = "inputs">Number of inputs of the neuron</param>
/// <param name = "function">Activation function of the neuron</param>
public Neuron(int inputs, IActivationFunction function)
{
_function = function;
_inputsCount = Math.Max(1, inputs);
_weights = new float[_inputsCount];
Randomize();
}
/// <summary>
/// Constructor called at Deserialization by Formatter class
/// </summary>
protected Neuron(SerializationInfo info, StreamingContext context)
{
_inputsCount = info.GetInt32(INPUTS_COUNT);
if (_inputsCount > 0)
{
_weights = new float[_inputsCount];
for (int i = 0; i < _inputsCount; i++)
{
_weights[i] = info.GetSingle(WEIGHT + i.ToString(CultureInfo.InvariantCulture));
}
}
_bias = info.GetSingle(BIAS);
if (assembly == null)
assembly = Assembly.Load(Assembly.GetAssembly(typeof (IActivationFunction)).FullName); /*Load Assembly With IActivationFunction type*/
Type[] types = assembly.GetExportedTypes(); /*Get Public Types*/
Type serializedType = Type.GetType(info.GetString(ACTIVATION_FUNCTION));
foreach (Type type in types)
{
if (type.FullName == serializedType.FullName)
{
ActivationFunction = (IActivationFunction) AppDomain.CurrentDomain.CreateInstanceAndUnwrap(assembly.FullName, type.FullName);
break;
}
}
_sum = info.GetSingle(SUM);
_output = info.GetSingle(OUTPUT);
}
#endregion
private readonly float _sum; // weighted input's sum
private float _bias; /*0.0f initialized by the runtime*/
[NonSerialized] private IActivationFunction _function = new SigmoidFunction();
private int _inputsCount = 1;
private float _output; // neuron's output value
private float[] _weights; // synapses weights
#region ISerializable Members
/// <summary>
/// The Formatter calls the ISerializable.GetObjectData at serialization time and populates the
/// supplied SerializationInfo with all the data required to represent the object.
/// </summary>
[SecurityPermission(SecurityAction.Demand, SerializationFormatter = true)]
public virtual void GetObjectData(SerializationInfo info, StreamingContext context)
{
info.AddValue(INPUTS_COUNT, _inputsCount); //inputs
for (int i = 0; i < _inputsCount; i++)
{
info.AddValue(WEIGHT + i.ToString(CultureInfo.InvariantCulture), _weights[i]); //all weights
}
info.AddValue(BIAS, _bias); //threshold
info.AddValue(ACTIVATION_FUNCTION, _function.GetType()); //activation function
info.AddValue(SUM, _sum); //sum
info.AddValue(OUTPUT, _output); //output
}
#endregion
/// <summary>
/// Compute the output value of the neuron
/// </summary>
/// <param name = "input">input array on which to compute</param>
/// <returns>The output of the neuron</returns>
public float Compute(float[] input)
{
// check for corrent input vector
if (input.Length != _inputsCount)
throw new ArgumentException("Wrong length of the input vector.");
// initial sum value
float sum = 0.0f;
// compute weighted sum of inputs
for (int i = 0; i < _inputsCount; i++)
{
sum += _weights[i]*input[i];
}
sum += _bias;
// local variable to avoid mutlithreaded conflicts
float output = _function.Output(sum);
// assign output property as well (works correctly for single threaded usage)
_output = output;
return output;
}
/// <summary>
/// Randomize neuron.
/// </summary>
/// <remarks>
/// Initialize neuron's weights with random values within the range specified
/// by <see cref = "RandRange" />.
/// </remarks>
public void Randomize()
{
float d = randRange.Length;
// randomize weights
for (int i = 0; i < _inputsCount; i++)
_weights[i] = (float) rand.NextDouble()*d + randRange.Min;
_bias = (float) rand.NextDouble()*(randRange.Length) + randRange.Min;
}
/// <summary>
/// Update weights of a specific neuron. Method written in order to avoid Get/Set calles. The update is performed by summing +=.
/// </summary>
/// <param name = "updates">Array used to udpate the values</param>
public void UpdateWeights(float[] updates)
{
for (int i = 0, n = _inputsCount; i < n; i++)
{
_weights[i] += updates[i];
}
}
}
}
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Interested in computer science, math, research, and everything that relates to innovation. Fan of agnostic programming, don't mind developing under any platform/framework if it explores interesting topics. In search of a better programming paradigm.