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https://github.com/Lime3DS/Lime3DS
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116 lines
4.7 KiB
C++
116 lines
4.7 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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#include <limits>
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#include <memory>
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#include <type_traits>
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#include <vector>
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#include <SoundTouch.h>
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#include "audio_core/audio_types.h"
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#include "audio_core/time_stretch.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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namespace AudioCore {
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TimeStretcher::TimeStretcher() : sound_touch(std::make_unique<soundtouch::SoundTouch>()) {
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sound_touch->setChannels(2);
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sound_touch->setSampleRate(native_sample_rate);
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sound_touch->setPitch(1.0);
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sound_touch->setTempo(1.0);
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}
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TimeStretcher::~TimeStretcher() = default;
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void TimeStretcher::SetOutputSampleRate(unsigned int sample_rate) {
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sound_touch->setSampleRate(sample_rate);
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}
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std::size_t TimeStretcher::Process(const s16* in, std::size_t num_in, s16* out,
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std::size_t num_out) {
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const double time_delta = static_cast<double>(num_out) / native_sample_rate; // seconds
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double current_ratio = static_cast<double>(num_in) / static_cast<double>(num_out);
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const double max_latency = 0.25; // seconds
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const double max_backlog = native_sample_rate * max_latency;
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const double backlog_fullness = sound_touch->numSamples() / max_backlog;
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if (backlog_fullness > 4.0) {
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// Too many samples in backlog: Don't push anymore on
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num_in = 0;
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}
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// We ideally want the backlog to be about 50% full.
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// This gives some headroom both ways to prevent underflow and overflow.
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// We tweak current_ratio to encourage this.
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constexpr double tweak_time_scale = 0.050; // seconds
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const double tweak_correction = (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
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current_ratio *= std::pow(1.0 + 2.0 * tweak_correction, tweak_correction < 0 ? 3.0 : 1.0);
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// This low-pass filter smoothes out variance in the calculated stretch ratio.
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// The time-scale determines how responsive this filter is.
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constexpr double lpf_time_scale = 0.712; // seconds
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const double lpf_gain = 1.0 - std::exp(-time_delta / lpf_time_scale);
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stretch_ratio += lpf_gain * (current_ratio - stretch_ratio);
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// Place a lower limit of 5% speed. When a game boots up, there will be
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// many silence samples. These do not need to be timestretched.
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stretch_ratio = std::max(stretch_ratio, 0.05);
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sound_touch->setTempo(stretch_ratio);
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LOG_TRACE(Audio, "{:5}/{:5} ratio:{:0.6f} backlog:{:0.6f}", num_in, num_out, stretch_ratio,
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backlog_fullness);
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if constexpr (std::is_floating_point<soundtouch::SAMPLETYPE>()) {
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// The SoundTouch library on most systems expects float samples
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// use this vector to store input if soundtouch::SAMPLETYPE is a float
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std::vector<soundtouch::SAMPLETYPE> float_in(2 * num_in);
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std::vector<soundtouch::SAMPLETYPE> float_out(2 * num_out);
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for (std::size_t i = 0; i < (2 * num_in); i++) {
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// Conventional integer PCM uses a range of -32768 to 32767,
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// but float samples use -1 to 1
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// As a result we need to scale sample values during conversion
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const float temp = static_cast<float>(in[i]) / std::numeric_limits<s16>::max();
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float_in[i] = static_cast<soundtouch::SAMPLETYPE>(temp);
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}
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sound_touch->putSamples(float_in.data(), static_cast<u32>(num_in));
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const std::size_t samples_received =
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sound_touch->receiveSamples(float_out.data(), static_cast<u32>(num_out));
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// Converting output samples back to shorts so we can use them
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for (std::size_t i = 0; i < (2 * num_out); i++) {
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const s16 temp = static_cast<s16>(float_out[i] * std::numeric_limits<s16>::max());
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out[i] = temp;
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}
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return samples_received;
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} else if (std::is_same<soundtouch::SAMPLETYPE, s16>()) {
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// Use reinterpret_cast to workaround compile error when SAMPLETYPE is float.
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sound_touch->putSamples(reinterpret_cast<const soundtouch::SAMPLETYPE*>(in),
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static_cast<u32>(num_in));
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return sound_touch->receiveSamples(reinterpret_cast<soundtouch::SAMPLETYPE*>(out),
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static_cast<u32>(num_out));
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} else {
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static_assert(std::is_floating_point<soundtouch::SAMPLETYPE>() ||
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std::is_same<soundtouch::SAMPLETYPE, s16>());
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UNREACHABLE_MSG("Invalid SAMPLETYPE {}", typeid(soundtouch::SAMPLETYPE).name());
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return 0;
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}
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}
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void TimeStretcher::Clear() {
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sound_touch->clear();
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}
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void TimeStretcher::Flush() {
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sound_touch->flush();
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}
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} // namespace AudioCore
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