Remove unused sound files (#1868)

* Remove unused ZeromusSynchronizer ISynchronizingAudioBuffer implementation as it hasn't been used in quite some time, also remove unused MetaspuAsyncSoundProvider that is no longer used. Remove some unsed methods on MetaspuSoundProvider

* use switch expression

* remove unused buffer

* remove unused NitsujaSynchronizer, even though it was the default, the only usage of ISynchronizingAudioBuffer is the vecna one

* remove enum ESynchMethod now that it only had 1 option

* expose VecnaSyncrhonizer and remove Metaspu static class

* remove unused method on ISynchronizingAudioBuffer
This commit is contained in:
adelikat 2020-03-01 14:18:24 -06:00 committed by GitHub
parent 9810bd7541
commit 565a319cef
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4 changed files with 4 additions and 590 deletions

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@ -1,11 +1,9 @@
using System;
using System.Collections.Generic;
using System.Collections.Generic;
namespace BizHawk.Emulation.Common
{
public interface ISynchronizingAudioBuffer
{
void EnqueueSamples(short[] buf, int samplesProvided);
void EnqueueSample(short left, short right);
void Clear();
@ -17,483 +15,7 @@ namespace BizHawk.Emulation.Common
int OutputSamples(short[] buf, int samplesRequested);
}
internal class ZeromusSynchronizer : ISynchronizingAudioBuffer
{
public ZeromusSynchronizer()
{
_adjustobuf = new Adjustobuf(200, 1000);
}
private bool _mixQueueGo;
public void Clear() => _adjustobuf.Clear();
public void EnqueueSample(short left, short right)
{
_adjustobuf.Enqueue(left, right);
}
public void EnqueueSamples(short[] buf, int samplesProvided)
{
int ctr = 0;
for (int i = 0; i < samplesProvided; i++)
{
short left = buf[ctr++];
short right = buf[ctr++];
_adjustobuf.Enqueue(left, right);
}
}
// returns the number of samples actually supplied, which may not match the number requested
public int OutputSamples(short[] buf, int samplesRequested)
{
int ctr = 0;
int done = 0;
if (!_mixQueueGo)
{
if (_adjustobuf.Size > 200)
{
_mixQueueGo = true;
}
}
else
{
for (int i = 0; i < samplesRequested; i++)
{
if (_adjustobuf.Size == 0)
{
_mixQueueGo = false;
break;
}
done++;
_adjustobuf.Dequeue(out var left, out var right);
buf[ctr++] = left;
buf[ctr++] = right;
}
}
return done;
}
private readonly Adjustobuf _adjustobuf;
private class Adjustobuf
{
public Adjustobuf(int minLatency, int maxLatency)
{
_minLatency = minLatency;
_maxLatency = maxLatency;
Clear();
}
private readonly int _minLatency;
private readonly int _maxLatency;
private readonly short[] _curr = new short[2];
private readonly Queue<short> _buffer = new Queue<short>();
private readonly Queue<int> _statsHistory = new Queue<int>();
private float _rate, _cursor;
private int _targetLatency;
private long _rollingTotalSize;
private uint _kAverageSize;
public int Size { get; private set; }
public void Clear()
{
_buffer.Clear();
_statsHistory.Clear();
_rollingTotalSize = 0;
_targetLatency = (_maxLatency + _minLatency) / 2;
_rate = 1.0f;
_cursor = 0.0f;
_curr[0] = _curr[1] = 0;
_kAverageSize = 80000;
Size = 0;
}
public void Enqueue(short left, short right)
{
_buffer.Enqueue(left);
_buffer.Enqueue(right);
Size++;
}
private void AddStatistic()
{
_statsHistory.Enqueue(Size);
_rollingTotalSize += Size;
if (_statsHistory.Count > _kAverageSize)
{
_rollingTotalSize -= _statsHistory.Peek();
_statsHistory.Dequeue();
float averageSize = (float)(_rollingTotalSize / _kAverageSize);
{
float targetRate;
if (averageSize < _targetLatency)
{
targetRate = 1.0f - ((_targetLatency - averageSize) / _kAverageSize);
}
else if (averageSize > _targetLatency)
{
targetRate = 1.0f + ((averageSize - _targetLatency) / _kAverageSize);
}
else
{
targetRate = 1.0f;
}
_rate = targetRate;
}
}
}
public void Dequeue(out short left, out short right)
{
left = right = 0;
AddStatistic();
if (Size == 0)
{
return;
}
_cursor += _rate;
while (_cursor > 1.0f)
{
_cursor -= 1.0f;
if (Size > 0)
{
_curr[0] = _buffer.Dequeue();
_curr[1] = _buffer.Dequeue();
Size--;
}
}
left = _curr[0];
right = _curr[1];
}
}
}
internal class NitsujaSynchronizer : ISynchronizingAudioBuffer
{
private struct StereoSamp
{
public readonly short L, R;
public StereoSamp(short left, short right)
{
L = left;
R = right;
}
}
private readonly List<StereoSamp> _sampleQueue = new List<StereoSamp>();
// returns values going between 0 and y-1 in a saw wave pattern, based on x
private static int PingPong(int x, int y)
{
x %= 2 * y;
if (x >= y)
{
x = (2 * y) - x - 1;
}
return x;
// in case we want to switch to odd buffer sizes for more sharpness
////x %= 2*(y-1);
////if(x >= y)
////x = 2*(y-1) - x;
////return x;
}
private static StereoSamp CrossFade(StereoSamp lhs, StereoSamp rhs, int cur, int start, int end)
{
if (cur <= start)
{
return lhs;
}
if (cur >= end)
{
return rhs;
}
// in case we want sine wave interpolation instead of linear here
////float ang = 3.14159f * (float)(cur - start) / (float)(end - start);
////cur = start + (int)((1-cosf(ang))*0.5f * (end - start));
int inNum = cur - start;
int outNum = end - cur;
int denom = end - start;
int lrv = ((lhs.L * outNum) + (rhs.L * inNum)) / denom;
int rrv = ((lhs.R * outNum) + (rhs.R * inNum)) / denom;
return new StereoSamp((short)lrv, (short)rrv);
}
public void Clear()
{
_sampleQueue.Clear();
}
private static void EmitSample(short[] outBuf, ref int cursor, StereoSamp sample)
{
outBuf[cursor++] = sample.L;
outBuf[cursor++] = sample.R;
}
private static void EmitSamples(short[] outBuf, ref int outCursor, StereoSamp[] sampleBuf, int inCursor, int samples)
{
for (int i = 0; i < samples; i++)
{
EmitSample(outBuf, ref outCursor, sampleBuf[i + inCursor]);
}
}
private static int Abs(int value)
{
if (value < 0)
{
return -value;
}
return value;
}
public void EnqueueSamples(short[] buf, int samplesProvided)
{
int cursor = 0;
for (int i = 0; i < samplesProvided; i++)
{
_sampleQueue.Add(new StereoSamp(buf[cursor + 0], buf[cursor + 1]));
cursor += 2;
}
}
public void EnqueueSample(short left, short right)
{
_sampleQueue.Add(new StereoSamp(left, right));
}
public int OutputSamples(short[] buf, int samplesRequested)
{
Console.WriteLine("{0} {1}", samplesRequested, _sampleQueue.Count); // add this line
int bufCursor = 0;
int audioSize = samplesRequested;
int queued = _sampleQueue.Count;
// I am too lazy to deal with odd numbers
audioSize &= ~1;
queued &= ~1;
if (queued > 0x200 && audioSize > 0) // is there any work to do?
{
// are we going at normal speed?
// or more precisely, are the input and output queues/buffers of similar size?
if (queued > 900 || audioSize > queued * 2)
{
// not normal speed. we have to resample it somehow in this case.
if (audioSize <= queued)
{
// fast forward speed
// this is the easy case, just crossfade it and it sounds ok
for (int i = 0; i < audioSize; i++)
{
int j = i + queued - audioSize;
StereoSamp outSamp = CrossFade(_sampleQueue[i], _sampleQueue[j], i, 0, audioSize);
EmitSample(buf, ref bufCursor, outSamp);
}
}
else
{
// slow motion speed
// here we take a very different approach,
// instead of crossfading it, we select a single sample from the queue
// and make sure that the index we use to select a sample is constantly moving
// and that it starts at the first sample in the queue and ends on the last one.
//
// hopefully the index doesn't move discontinuously or we'll get slight crackling
// (there might still be a minor bug here that causes this occasionally)
//
// here's a diagram of how the index we sample from moves:
//
// queued (this axis represents the index we sample from. the top means the end of the queue)
// ^
// | --> audio size (this axis represents the output index we write to, right meaning forward in output time/position)
// | A C C end
// A A B C C C
// A A A B C C C
// A A A B C C
// A A C
// start
//
// yes, this means we are spending some stretches of time playing the sound backwards,
// but the stretches are short enough that this doesn't sound weird.
// this lets us avoid most crackling problems due to the endpoints matching up.
// first calculate a shorter-than-full window
// that has minimal slope at the endpoints
// (to further reduce crackling, especially in sine waves)
int bestStart = 0;
int extraAtEnd;
{
int bestEnd = queued;
const int worstDiff = 99999999;
int bestStartDiff = worstDiff;
int bestEndDiff = worstDiff;
for (int i = 0; i < 128; i += 2)
{
int diff = Abs(_sampleQueue[i].L - _sampleQueue[i + 1].L) + Abs(_sampleQueue[i].R - _sampleQueue[i + 1].R);
if (diff < bestStartDiff)
{
bestStartDiff = diff;
bestStart = i;
}
}
for (int i = queued - 3; i > queued - 3 - 128; i -= 2)
{
int diff = Abs(_sampleQueue[i].L - _sampleQueue[i + 1].L) + Abs(_sampleQueue[i].R - _sampleQueue[i + 1].R);
if (diff < bestEndDiff)
{
bestEndDiff = diff;
bestEnd = i + 1;
}
}
extraAtEnd = queued - bestEnd;
queued = bestEnd - bestStart;
int okSize = queued;
while (okSize + (queued * 2) + bestStart + extraAtEnd <= samplesRequested)
{
okSize += queued * 2;
}
audioSize = okSize;
for (int x = 0; x < bestStart; x++)
{
EmitSample(buf, ref bufCursor, _sampleQueue[x]);
}
_sampleQueue.RemoveRange(0, bestStart);
}
int midpointX = audioSize >> 1;
int midpointY = queued >> 1;
// all we need to do here is calculate the X position of the leftmost "B" in the above diagram.
// TODO: we should calculate it with a simple equation like
// midpointXOffset = min(something,somethingElse);
// but it's a little difficult to work it out exactly
// so here's a stupid search for the value for now:
int prevA = 999999;
int midpointXOffset = queued / 2;
while (true)
{
int a = Abs(PingPong(midpointX - midpointXOffset, queued) - midpointY) - midpointXOffset;
if (((a > 0) != (prevA > 0) || (a < 0) != (prevA < 0)) && prevA != 999999)
{
if (((a + prevA) & 1) != 0) // there's some sort of off-by-one problem with this search since we're moving diagonally...
{
midpointXOffset++; // but this fixes it most of the time...
}
break; // found it
}
prevA = a;
midpointXOffset--;
if (midpointXOffset < 0)
{
midpointXOffset = 0;
break; // failed to find it. the two sides probably meet exactly in the center.
}
}
int leftMidpointX = midpointX - midpointXOffset;
int rightMidpointX = midpointX + midpointXOffset;
int leftMidpointY = PingPong(leftMidpointX, queued);
int rightMidpointY = (queued - 1) - PingPong((int)audioSize - 1 - rightMidpointX + (queued * 2), queued);
// output the left almost-half of the sound (section "A")
for (int x = 0; x < leftMidpointX; x++)
{
int i = PingPong(x, queued);
EmitSample(buf, ref bufCursor, _sampleQueue[i]);
}
// output the middle stretch (section "B")
int y = leftMidpointY;
int dyMidLeft = (leftMidpointY < midpointY) ? 1 : -1;
int dyMidRight = (rightMidpointY > midpointY) ? 1 : -1;
for (int x = leftMidpointX; x < midpointX; x++, y += dyMidLeft)
{
EmitSample(buf, ref bufCursor, _sampleQueue[y]);
}
for (int x = midpointX; x < rightMidpointX; x++, y += dyMidRight)
{
EmitSample(buf, ref bufCursor, _sampleQueue[y]);
}
// output the end of the queued sound (section "C")
for (int x = rightMidpointX; x < audioSize; x++)
{
int i = (queued - 1) - PingPong((int)audioSize - 1 - x + (queued * 2), queued);
EmitSample(buf, ref bufCursor, _sampleQueue[i]);
}
for (int x = 0; x < extraAtEnd; x++)
{
int i = queued + x;
EmitSample(buf, ref bufCursor, _sampleQueue[i]);
}
queued += extraAtEnd;
audioSize += bestStart + extraAtEnd;
} // end else
// sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin() + queued);
_sampleQueue.RemoveRange(0, queued);
// zero 08-nov-2010: did i do this right?
return audioSize;
}
// normal speed
// just output the samples straightforwardly.
//
// at almost-full speeds (like 50/60 FPS)
// what will happen is that we rapidly fluctuate between entering this branch
// and entering the "slow motion speed" branch above.
// but that's ok! because all of these branches sound similar enough that we can get away with it.
// so the two cases actually complement each other.
if (audioSize >= queued)
{
EmitSamples(buf, ref bufCursor, _sampleQueue.ToArray(), 0, queued);
_sampleQueue.RemoveRange(0, queued);
return queued;
}
EmitSamples(buf, ref bufCursor, _sampleQueue.ToArray(), 0, audioSize);
_sampleQueue.RemoveRange(0, audioSize);
return audioSize;
}
return 0;
}
}
internal class VecnaSynchronizer : ISynchronizingAudioBuffer
public class VecnaSynchronizer : ISynchronizingAudioBuffer
{
// vecna's attempt at a fully synchronous sound provider.
// It's similar in philosophy to my "BufferedAsync" provider, but BufferedAsync is not
@ -542,17 +64,6 @@ namespace BizHawk.Emulation.Common
}
}
public void EnqueueSamples(short[] buf, int samplesProvided)
{
int ctr = 0;
for (int i = 0; i < samplesProvided; i++)
{
short left = buf[ctr++];
short right = buf[ctr++];
EnqueueSample(left, right);
}
}
public void EnqueueSample(short left, short right)
{
if (_buffer.Count >= MaxExcessSamples - 1)

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@ -1,78 +0,0 @@
using System;
namespace BizHawk.Emulation.Common
{
public static class Metaspu
{
public static ISynchronizingAudioBuffer MetaspuConstruct(ESynchMethod method)
{
switch (method)
{
case ESynchMethod.Zeromus:
return new ZeromusSynchronizer();
case ESynchMethod.Nitsuja:
return new NitsujaSynchronizer();
case ESynchMethod.Vecna:
return new VecnaSynchronizer();
default:
return new NitsujaSynchronizer();
}
}
}
/// <summary>
/// uses <seealso cref="Metaspu"/> to provide async sound to an <seealso cref="ISoundProvider"/> that does not provide its own async implementation
/// </summary>
public class MetaspuAsyncSoundProvider : ISoundProvider
{
private readonly ISynchronizingAudioBuffer _buffer;
private readonly ISoundProvider _input;
public MetaspuAsyncSoundProvider(ISoundProvider input, ESynchMethod method)
{
input.SetSyncMode(SyncSoundMode.Sync);
_buffer = Metaspu.MetaspuConstruct(method);
_input = input;
}
public void GetSamplesAsync(short[] samples)
{
_input.GetSamplesSync(out var sampIn, out var numSamp);
_buffer.EnqueueSamples(sampIn, numSamp);
_buffer.OutputSamples(samples, samples.Length / 2);
}
public void DiscardSamples()
{
_input.DiscardSamples();
_buffer.Clear();
}
public bool CanProvideAsync => true;
public SyncSoundMode SyncMode => SyncSoundMode.Async;
/// <exception cref="NotSupportedException"><paramref name="mode"/> is not <see cref="SyncSoundMode.Async"/></exception>
public void SetSyncMode(SyncSoundMode mode)
{
if (mode != SyncSoundMode.Async)
{
throw new NotSupportedException("Only Async mode is supported");
}
}
/// <exception cref="InvalidOperationException">always</exception>
public void GetSamplesSync(out short[] samples, out int nsamp)
{
throw new InvalidOperationException("Sync mode not supported");
}
}
public enum ESynchMethod
{
Nitsuja, // nitsuja's
Zeromus, // zero's
////PCSX2, //PCSX2 spu2-x //ohno! not available yet in c#
Vecna // vecna
}
}

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@ -10,7 +10,7 @@ namespace BizHawk.Emulation.Cores.PCEngine
{
ScsiCDBus SCSI;
PCEngine pce;
MetaspuSoundProvider SoundProvider = new MetaspuSoundProvider(ESynchMethod.Vecna);
MetaspuSoundProvider SoundProvider = new MetaspuSoundProvider();
// ***************************************************************************

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@ -80,26 +80,7 @@ namespace BizHawk.Emulation.Cores.Components
// and is only used by legacy sound implementations
internal class MetaspuSoundProvider : ISoundProvider
{
private readonly short[] _pullBuffer = new short[1470];
public MetaspuSoundProvider(ESynchMethod method)
{
Buffer = Metaspu.MetaspuConstruct(method);
}
public ISynchronizingAudioBuffer Buffer { get; }
public MetaspuSoundProvider()
: this(ESynchMethod.Vecna)
{
}
public void PullSamples(IAsyncSoundProvider source)
{
Array.Clear(_pullBuffer, 0, 1470);
source.GetSamples(_pullBuffer);
Buffer.EnqueueSamples(_pullBuffer, 735);
}
public ISynchronizingAudioBuffer Buffer { get; } = new VecnaSynchronizer();
public bool CanProvideAsync => true;