audio_core: Add audio stretcher
This commit is contained in:
parent
7e697ab7ff
commit
e51bd49f87
|
@ -17,6 +17,8 @@ add_library(audio_core STATIC
|
|||
sink_stream.h
|
||||
stream.cpp
|
||||
stream.h
|
||||
time_stretch.cpp
|
||||
time_stretch.h
|
||||
|
||||
$<$<BOOL:${ENABLE_CUBEB}>:cubeb_sink.cpp cubeb_sink.h>
|
||||
)
|
||||
|
|
|
@ -0,0 +1,64 @@
|
|||
// Copyright 2018 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <cstddef>
|
||||
#include "audio_core/time_stretch.h"
|
||||
#include "common/logging/log.h"
|
||||
|
||||
namespace AudioCore {
|
||||
|
||||
TimeStretcher::TimeStretcher(u32 sample_rate, u32 channel_count)
|
||||
: m_sample_rate(sample_rate), m_channel_count(channel_count) {
|
||||
m_sound_touch.setChannels(channel_count);
|
||||
m_sound_touch.setSampleRate(sample_rate);
|
||||
m_sound_touch.setPitch(1.0);
|
||||
m_sound_touch.setTempo(1.0);
|
||||
}
|
||||
|
||||
void TimeStretcher::Clear() {
|
||||
m_sound_touch.clear();
|
||||
}
|
||||
|
||||
size_t TimeStretcher::Process(const s16* in, size_t num_in, s16* out, size_t 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 = 0.3; // seconds
|
||||
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 = 0.05; // seconds
|
||||
const double tweak_correction = (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
|
||||
current_ratio *= std::pow(1.0 + 2.0 * tweak_correction, tweak_correction < 0 ? 3.0 : 1.0);
|
||||
|
||||
// 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 = 2.0; // 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);
|
||||
|
||||
LOG_DEBUG(Audio, "Audio Stretching: samples:{}/{} ratio:{} backlog:{} gain: {}", num_in, num_out,
|
||||
m_stretch_ratio, backlog_fullness, lpf_gain);
|
||||
|
||||
m_sound_touch.putSamples(in, num_in);
|
||||
return m_sound_touch.receiveSamples(out, num_out);
|
||||
}
|
||||
|
||||
} // namespace AudioCore
|
|
@ -0,0 +1,35 @@
|
|||
// Copyright 2018 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <cstddef>
|
||||
#include <SoundTouch.h>
|
||||
#include "common/common_types.h"
|
||||
|
||||
namespace AudioCore {
|
||||
|
||||
class TimeStretcher {
|
||||
public:
|
||||
TimeStretcher(u32 sample_rate, u32 channel_count);
|
||||
|
||||
/// @param in Input sample buffer
|
||||
/// @param num_in Number of input frames in `in`
|
||||
/// @param out Output sample buffer
|
||||
/// @param num_out Desired number of output frames in `out`
|
||||
/// @returns Actual number of frames written to `out`
|
||||
size_t Process(const s16* in, size_t num_in, s16* out, size_t num_out);
|
||||
|
||||
void Clear();
|
||||
|
||||
private:
|
||||
u32 m_sample_rate;
|
||||
u32 m_channel_count;
|
||||
std::array<s16, 2> m_last_stretched_sample = {};
|
||||
soundtouch::SoundTouch m_sound_touch;
|
||||
double m_stretch_ratio = 1.0;
|
||||
};
|
||||
|
||||
} // namespace AudioCore
|
Loading…
Reference in New Issue