Added audio time stretching by using the SoundTouch library.

This commit is contained in:
skidau
2013-01-09 22:57:32 +11:00
parent c8c78e0aa9
commit 63b38be97c
32 changed files with 6520 additions and 38 deletions

View File

@ -19,11 +19,12 @@
#include "aldlist.h"
#include "OpenALStream.h"
#include "../../Core/Src/HW/SystemTimers.h"
#include "../../Core/Src/HW/AudioInterface.h"
#if defined HAVE_OPENAL && HAVE_OPENAL
using namespace soundtouch;
SoundTouch soundTouch;
//
// AyuanX: Spec says OpenAL1.1 is thread safe already
//
@ -67,6 +68,7 @@ bool OpenALStream::Start()
PanicAlertT("OpenAL: can't find sound devices");
}
soundTouch.clear();
return bReturn;
}
@ -76,6 +78,8 @@ void OpenALStream::Stop()
// kick the thread if it's waiting
soundSyncEvent.Set();
soundTouch.clear();
thread.join();
alSourceStop(uiSource);
@ -105,6 +109,7 @@ void OpenALStream::SetVolume(int volume)
void OpenALStream::Update()
{
soundSyncEvent.Set();
mainSyncEvent.Wait();
}
void OpenALStream::Clear(bool mute)
@ -113,6 +118,7 @@ void OpenALStream::Clear(bool mute)
if(m_muted)
{
soundTouch.clear();
alSourceStop(uiSource);
}
else
@ -136,9 +142,10 @@ void OpenALStream::SoundLoop()
alGenSources(1, &uiSource);
// Short Silence
memset(sampleBuffer, 0, OAL_MAX_SAMPLES * 4 * OAL_NUM_BUFFERS);
memset(realtimeBuffer, 0, OAL_MAX_SAMPLES * 4);
for (int i = 0; i < OAL_NUM_BUFFERS; i++)
alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, OAL_MAX_SAMPLES, ulFrequency);
alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, OAL_MAX_SAMPLES * 4, ulFrequency);
alSourceQueueBuffers(uiSource, OAL_NUM_BUFFERS, uiBuffers);
alSourcePlay(uiSource);
@ -152,42 +159,68 @@ void OpenALStream::SoundLoop()
ALint iBuffersProcessed = 0;
ALuint uiBufferTemp[OAL_NUM_BUFFERS] = {0};
soundTouch.setChannels(2);
soundTouch.setSampleRate(ulFrequency);
soundTouch.setSetting(SETTING_USE_QUICKSEEK, 0);
soundTouch.setSetting(SETTING_USE_AA_FILTER, 0);
soundTouch.setSetting(SETTING_SEQUENCE_MS, 1);
soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28);
soundTouch.setSetting(SETTING_OVERLAP_MS, 12);
while (!threadData)
{
// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
const u32 stereo_16_bit_size = 4;
const u32 dma_length = 32;
const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
u64 audio_dma_period = SystemTimers::GetTicksPerSecond() / (AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length);
u64 num_samples_to_render = (audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond();
unsigned int numSamples = (unsigned int)num_samples_to_render;
numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
numSamples = m_mixer->Mix(realtimeBuffer, numSamples);
soundTouch.putSamples(realtimeBuffer, numSamples);
if (iBuffersProcessed == iBuffersFilled)
{
alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
iBuffersFilled = 0;
}
// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
const u32 stereo_16_bit_size = 4;
const u32 dma_length = 32;
const u64 audio_dma_period = SystemTimers::GetTicksPerSecond() / (AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length);
const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
const u64 num_samples_to_render = (audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond();
unsigned int numSamples = (unsigned int)num_samples_to_render;
if (iBuffersProcessed)
{
numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
if (iBuffersFilled == 0)
alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp);
float rate = m_mixer->GetCurrentSpeed();
if (rate <= 0)
{
Core::RequestRefreshInfo();
rate = m_mixer->GetCurrentSpeed();
}
if (rate > 0)
{
// Adjust SETTING_SEQUENCE_MS to balance between lag vs hollow audio
soundTouch.setSetting(SETTING_SEQUENCE_MS, (int)pow(1 / rate, 2));
soundTouch.setTempo(rate);
}
unsigned int nSamples = soundTouch.receiveSamples(sampleBuffer, OAL_MAX_SAMPLES * 2 * OAL_NUM_BUFFERS);
if (nSamples > 0)
{
// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
if (iBuffersFilled == 0)
alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp);
alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO16, sampleBuffer, nSamples * 4, ulFrequency);
alSourceQueueBuffers(uiSource, 1, &uiBufferTemp[iBuffersFilled]);
iBuffersFilled++;
m_mixer->Mix(realtimeBuffer, numSamples);
alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO16, realtimeBuffer, numSamples * 4, ulFrequency);
alSourceQueueBuffers(uiSource, 1, &uiBufferTemp[iBuffersFilled]);
iBuffersFilled++;
if (iBuffersFilled == OAL_NUM_BUFFERS)
alSourcePlay(uiSource);
if (iBuffersFilled == OAL_NUM_BUFFERS)
alSourcePlay(uiSource);
}
}
else
{
soundSyncEvent.Wait();
}
mainSyncEvent.Set();
}
}