bsnes/nall/dsp/resampler/cubic.hpp

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Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
#pragma once
#include <nall/queue.hpp>
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
#include <nall/dsp/dsp.hpp>
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
namespace nall { namespace DSP { namespace Resampler {
struct Cubic {
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
inline auto reset(real inputFrequency, real outputFrequency, uint queueSize = 0) -> void;
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
inline auto pending() const -> bool { return samples.pending(); }
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
inline auto read() -> real { return samples.read(); }
inline auto write(real sample) -> void;
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
private:
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
real inputFrequency;
real outputFrequency;
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
real ratio;
real fraction;
real history[4];
queue<real> samples;
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
};
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
auto Cubic::reset(real inputFrequency, real outputFrequency, uint queueSize) -> void {
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
this->inputFrequency = inputFrequency;
this->outputFrequency = outputFrequency;
if(!queueSize) queueSize = outputFrequency * 0.02; //20ms
ratio = inputFrequency / outputFrequency;
fraction = 0.0;
for(auto& sample: history) sample = 0.0;
samples.resize(queueSize);
}
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
auto Cubic::write(real sample) -> void {
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
auto& mu = fraction;
auto& s = history;
s[0] = s[1];
s[1] = s[2];
s[2] = s[3];
s[3] = sample;
while(mu <= 1.0) {
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
real A = s[3] - s[2] - s[0] + s[1];
real B = s[0] - s[1] - A;
real C = s[2] - s[0];
real D = s[1];
Update to v098r13 release. byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
samples.write(A * mu * mu * mu + B * mu * mu + C * mu + D);
mu += ratio;
}
mu -= 1.0;
}
}}}