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authorshuffle2 <godisgovernment@gmail.com>2017-06-05 20:09:18 -0700
committerGitHub <noreply@github.com>2017-06-05 20:09:18 -0700
commit0b00477c8ae297e166d9e778810cecf67d3d760f (patch)
treeee4bc1f0ff27b3249fc48eb1a75572757f82ad0e /Source/Core/AudioCommon/AudioStretcher.cpp
parent98eb192226e91c4121a120371ea38b827c19f3ce (diff)
parent14c3d4716fa4abfa7cc70f056676f935ba302c8a (diff)
Merge pull request #5311 from ligfx/mixerdpl2
AudioCommon: Move DPL2 decoding into Mixer
Diffstat (limited to 'Source/Core/AudioCommon/AudioStretcher.cpp')
-rw-r--r--Source/Core/AudioCommon/AudioStretcher.cpp89
1 files changed, 89 insertions, 0 deletions
diff --git a/Source/Core/AudioCommon/AudioStretcher.cpp b/Source/Core/AudioCommon/AudioStretcher.cpp
new file mode 100644
index 0000000000..88721b0e35
--- /dev/null
+++ b/Source/Core/AudioCommon/AudioStretcher.cpp
@@ -0,0 +1,89 @@
+// Copyright 2017 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <algorithm>
+#include <cmath>
+#include <cstddef>
+
+#include "AudioCommon/AudioStretcher.h"
+#include "Common/Logging/Log.h"
+#include "Core/ConfigManager.h"
+
+namespace AudioCommon
+{
+AudioStretcher::AudioStretcher(unsigned int sample_rate) : m_sample_rate(sample_rate)
+{
+ m_sound_touch.setChannels(2);
+ m_sound_touch.setSampleRate(sample_rate);
+ m_sound_touch.setPitch(1.0);
+ m_sound_touch.setTempo(1.0);
+ m_sound_touch.setSetting(SETTING_USE_QUICKSEEK, 0);
+ m_sound_touch.setSetting(SETTING_SEQUENCE_MS, 62);
+ m_sound_touch.setSetting(SETTING_SEEKWINDOW_MS, 28);
+ m_sound_touch.setSetting(SETTING_OVERLAP_MS, 8);
+}
+
+void AudioStretcher::Clear()
+{
+ m_sound_touch.clear();
+}
+
+void AudioStretcher::ProcessSamples(const short* in, unsigned int num_in, unsigned int num_out)
+{
+ const double time_delta = static_cast<double>(num_out) / m_sample_rate; // seconds
+
+ // We were given actual_samples number of samples, and num_samples were requested from us.
+ double current_ratio = static_cast<double>(num_in) / static_cast<double>(num_out);
+
+ const double max_latency = SConfig::GetInstance().m_audio_stretch_max_latency;
+ const double max_backlog = m_sample_rate * max_latency / 1000.0 / m_stretch_ratio;
+ const double backlog_fullness = m_sound_touch.numSamples() / max_backlog;
+ if (backlog_fullness > 5.0)
+ {
+ // Too many samples in backlog: Don't push anymore on
+ num_in = 0;
+ }
+
+ // We ideally want the backlog to be about 50% full.
+ // This gives some headroom both ways to prevent underflow and overflow.
+ // We tweak current_ratio to encourage this.
+ constexpr double tweak_time_scale = 0.5; // seconds
+ current_ratio *= 1.0 + 2.0 * (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
+
+ // This low-pass filter smoothes out variance in the calculated stretch ratio.
+ // The time-scale determines how responsive this filter is.
+ constexpr double lpf_time_scale = 1.0; // seconds
+ const double lpf_gain = 1.0 - std::exp(-time_delta / lpf_time_scale);
+ m_stretch_ratio += lpf_gain * (current_ratio - m_stretch_ratio);
+
+ // Place a lower limit of 10% speed. When a game boots up, there will be
+ // many silence samples. These do not need to be timestretched.
+ m_stretch_ratio = std::max(m_stretch_ratio, 0.1);
+ m_sound_touch.setTempo(m_stretch_ratio);
+
+ DEBUG_LOG(AUDIO, "Audio stretching: samples:%u/%u ratio:%f backlog:%f gain: %f", num_in, num_out,
+ m_stretch_ratio, backlog_fullness, lpf_gain);
+
+ m_sound_touch.putSamples(in, num_in);
+}
+
+void AudioStretcher::GetStretchedSamples(short* out, unsigned int num_out)
+{
+ const size_t samples_received = m_sound_touch.receiveSamples(out, num_out);
+
+ if (samples_received != 0)
+ {
+ m_last_stretched_sample[0] = out[samples_received * 2 - 2];
+ m_last_stretched_sample[1] = out[samples_received * 2 - 1];
+ }
+
+ // Perform padding if we've run out of samples.
+ for (size_t i = samples_received; i < num_out; i++)
+ {
+ out[i * 2 + 0] = m_last_stretched_sample[0];
+ out[i * 2 + 1] = m_last_stretched_sample[1];
+ }
+}
+
+} // namespace AudioCommon