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Mixer: Implement audio stretching
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@ -4,6 +4,7 @@
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#include "AudioCommon/Mixer.h"
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#include <cmath>
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#include <cstring>
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#include "Common/CommonTypes.h"
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@ -15,6 +16,15 @@
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CMixer::CMixer(unsigned int BackendSampleRate) : m_sampleRate(BackendSampleRate)
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{
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INFO_LOG(AUDIO_INTERFACE, "Mixer is initialized");
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m_sound_touch.setChannels(2);
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m_sound_touch.setSampleRate(BackendSampleRate);
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m_sound_touch.setPitch(1.0);
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m_sound_touch.setTempo(1.0);
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m_sound_touch.setSetting(SETTING_USE_QUICKSEEK, 0);
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m_sound_touch.setSetting(SETTING_SEQUENCE_MS, 62);
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m_sound_touch.setSetting(SETTING_SEEKWINDOW_MS, 28);
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m_sound_touch.setSetting(SETTING_OVERLAP_MS, 8);
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}
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CMixer::~CMixer()
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@ -119,12 +129,73 @@ unsigned int CMixer::Mix(short* samples, unsigned int num_samples, bool consider
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memset(samples, 0, num_samples * 2 * sizeof(short));
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m_dma_mixer.Mix(samples, num_samples, consider_framelimit);
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m_streaming_mixer.Mix(samples, num_samples, consider_framelimit);
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m_wiimote_speaker_mixer.Mix(samples, num_samples, consider_framelimit);
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unsigned int actual_samples = m_dma_mixer.Mix(samples, num_samples, false);
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m_streaming_mixer.Mix(samples, num_samples, false);
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m_wiimote_speaker_mixer.Mix(samples, num_samples, false);
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StretchAudio(samples, actual_samples, num_samples);
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return num_samples;
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}
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void CMixer::StretchAudio(short* samples, unsigned int actual_samples, unsigned int num_samples)
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{
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const double time_delta = static_cast<double>(num_samples) / m_sampleRate; // seconds
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// We were given actual_samples number of samples, and num_samples were requested from us.
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double current_ratio = static_cast<double>(actual_samples) / static_cast<double>(num_samples);
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constexpr double MAXIMUM_LATENCY = 0.080; // seconds
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const double max_backlog = m_sampleRate * MAXIMUM_LATENCY;
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double backlog_fullness = m_sound_touch.numSamples() / max_backlog;
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if (backlog_fullness > 1.0)
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{
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// Exceeded latency budget: Do not add more samples into FIFO.
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actual_samples = 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 = 0.1; // seconds
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current_ratio *= 1.0 + 2.0 * (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
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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 = 0.3; // seconds
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const double m_lpf_gain = 1.0 - std::exp(-time_delta / lpf_time_scale);
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m_stretch_ratio += m_lpf_gain * (current_ratio - m_stretch_ratio);
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// Place a lower limit of 10% 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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m_sound_touch.setTempo(std::max(m_stretch_ratio, 0.1));
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if (actual_samples != num_samples)
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{
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DEBUG_LOG(AUDIO, "Audio stretching: samples:%u/%u ratio:%f backlog:%f gain: %f", actual_samples,
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num_samples, m_stretch_ratio, backlog_fullness, m_lpf_gain);
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}
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m_sound_touch.putSamples(samples, actual_samples);
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memset(samples, 0, num_samples * 2 * sizeof(short));
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const size_t samples_received = m_sound_touch.receiveSamples(samples, num_samples);
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if (samples_received != 0)
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{
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m_last_stretched_sample[0] = samples[samples_received * 2 - 2];
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m_last_stretched_sample[1] = samples[samples_received * 2 - 1];
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}
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// Preform padding if we've run out of samples.
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for (size_t i = samples_received; i < num_samples; i++)
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{
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samples[i * 2 + 0] = m_last_stretched_sample[0];
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samples[i * 2 + 1] = m_last_stretched_sample[1];
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}
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}
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void CMixer::MixerFifo::PushSamples(const short* samples, unsigned int num_samples)
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{
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// Cache access in non-volatile variable
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