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https://github.com/Lime3DS/Lime3DS
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audio_core: Add EnableStretching to interface so that one can toggle stretching on and off
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0ef4185644
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904a319694
4 changed files with 52 additions and 9 deletions
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@ -71,6 +71,10 @@ void SelectSink(std::string sink_id) {
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DSP::HLE::SetSink(iter->factory());
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}
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void EnableStretching(bool enable) {
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DSP::HLE::EnableStretching(enable);
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}
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void Shutdown() {
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CoreTiming::UnscheduleEvent(tick_event, 0);
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DSP::HLE::Shutdown();
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@ -23,6 +23,9 @@ void AddAddressSpace(Kernel::VMManager& vm_manager);
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/// Select the sink to use based on sink id.
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void SelectSink(std::string sink_id);
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/// Enable/Disable stretching.
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void EnableStretching(bool enable);
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/// Shutdown Audio Core
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void Shutdown();
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@ -85,13 +85,45 @@ static StereoFrame16 GenerateCurrentFrame() {
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// Audio output
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static bool perform_time_stretching = true;
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static std::unique_ptr<AudioCore::Sink> sink;
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static AudioCore::TimeStretcher time_stretcher;
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static void FlushResidualStretcherAudio() {
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time_stretcher.Flush();
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while (true) {
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std::vector<s16> residual_audio = time_stretcher.Process(sink->SamplesInQueue());
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if (residual_audio.empty())
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break;
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sink->EnqueueSamples(residual_audio.data(), residual_audio.size() / 2);
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}
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}
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static void OutputCurrentFrame(const StereoFrame16& frame) {
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time_stretcher.AddSamples(&frame[0][0], frame.size());
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std::vector<s16> stretched_samples = time_stretcher.Process(sink->SamplesInQueue());
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sink->EnqueueSamples(stretched_samples.data(), stretched_samples.size() / 2);
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if (perform_time_stretching) {
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time_stretcher.AddSamples(&frame[0][0], frame.size());
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std::vector<s16> stretched_samples = time_stretcher.Process(sink->SamplesInQueue());
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sink->EnqueueSamples(stretched_samples.data(), stretched_samples.size() / 2);
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} else {
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constexpr size_t maximum_sample_latency = 1024; // about 32 miliseconds
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if (sink->SamplesInQueue() > maximum_sample_latency) {
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// This can occur if we're running too fast and samples are starting to back up.
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// Just drop the samples.
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return;
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}
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sink->EnqueueSamples(&frame[0][0], frame.size());
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}
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}
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void EnableStretching(bool enable) {
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if (perform_time_stretching == enable)
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return;
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if (!enable) {
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FlushResidualStretcherAudio();
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}
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perform_time_stretching = enable;
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}
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// Public Interface
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@ -112,12 +144,8 @@ void Init() {
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}
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void Shutdown() {
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time_stretcher.Flush();
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while (true) {
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std::vector<s16> residual_audio = time_stretcher.Process(sink->SamplesInQueue());
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if (residual_audio.empty())
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break;
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sink->EnqueueSamples(residual_audio);
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if (perform_time_stretching) {
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FlushResidualStretcherAudio();
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}
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}
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@ -544,5 +544,13 @@ bool Tick();
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*/
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void SetSink(std::unique_ptr<AudioCore::Sink> sink);
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/**
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* Enables/Disables audio-stretching.
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* Audio stretching is an enhancement that stretches audio to match emulation
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* speed to prevent stuttering at the cost of some audio latency.
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* @param enable true to enable, false to disable.
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*/
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void EnableStretching(bool enable);
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} // namespace HLE
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} // namespace DSP
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