Merge pull request #5311 from ligfx/mixerdpl2

AudioCommon: Move DPL2 decoding into Mixer
This commit is contained in:
shuffle2 2017-06-05 20:09:18 -07:00 committed by GitHub
commit 0b00477c8a
10 changed files with 169 additions and 124 deletions

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@ -38,6 +38,7 @@
<ItemGroup>
<ClCompile Include="aldlist.cpp" />
<ClCompile Include="AudioCommon.cpp" />
<ClCompile Include="AudioStretcher.cpp" />
<ClCompile Include="CubebStream.cpp" />
<ClCompile Include="CubebUtils.cpp" />
<ClCompile Include="DPL2Decoder.cpp" />
@ -54,6 +55,7 @@
<ClInclude Include="aldlist.h" />
<ClInclude Include="AlsaSoundStream.h" />
<ClInclude Include="AudioCommon.h" />
<ClInclude Include="AudioStretcher.h" />
<ClInclude Include="CoreAudioSoundStream.h" />
<ClInclude Include="CubebStream.h" />
<ClInclude Include="CubebUtils.h" />

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@ -8,6 +8,7 @@
<ItemGroup>
<ClCompile Include="aldlist.cpp" />
<ClCompile Include="AudioCommon.cpp" />
<ClCompile Include="AudioStretcher.cpp" />
<ClCompile Include="CubebUtils.cpp" />
<ClCompile Include="DPL2Decoder.cpp" />
<ClCompile Include="Mixer.cpp" />
@ -31,6 +32,7 @@
<ItemGroup>
<ClInclude Include="aldlist.h" />
<ClInclude Include="AudioCommon.h" />
<ClInclude Include="AudioStretcher.h" />
<ClInclude Include="CubebUtils.h" />
<ClInclude Include="DPL2Decoder.h" />
<ClInclude Include="Mixer.h" />

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@ -0,0 +1,89 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include <cstddef>
#include "AudioCommon/AudioStretcher.h"
#include "Common/Logging/Log.h"
#include "Core/ConfigManager.h"
namespace AudioCommon
{
AudioStretcher::AudioStretcher(unsigned int sample_rate) : m_sample_rate(sample_rate)
{
m_sound_touch.setChannels(2);
m_sound_touch.setSampleRate(sample_rate);
m_sound_touch.setPitch(1.0);
m_sound_touch.setTempo(1.0);
m_sound_touch.setSetting(SETTING_USE_QUICKSEEK, 0);
m_sound_touch.setSetting(SETTING_SEQUENCE_MS, 62);
m_sound_touch.setSetting(SETTING_SEEKWINDOW_MS, 28);
m_sound_touch.setSetting(SETTING_OVERLAP_MS, 8);
}
void AudioStretcher::Clear()
{
m_sound_touch.clear();
}
void AudioStretcher::ProcessSamples(const short* in, unsigned int num_in, unsigned int 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 = SConfig::GetInstance().m_audio_stretch_max_latency;
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 = 0.5; // seconds
current_ratio *= 1.0 + 2.0 * (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
// 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 = 1.0; // 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);
DEBUG_LOG(AUDIO, "Audio stretching: samples:%u/%u ratio:%f backlog:%f gain: %f", num_in, num_out,
m_stretch_ratio, backlog_fullness, lpf_gain);
m_sound_touch.putSamples(in, num_in);
}
void AudioStretcher::GetStretchedSamples(short* out, unsigned int num_out)
{
const size_t samples_received = m_sound_touch.receiveSamples(out, num_out);
if (samples_received != 0)
{
m_last_stretched_sample[0] = out[samples_received * 2 - 2];
m_last_stretched_sample[1] = out[samples_received * 2 - 1];
}
// Perform padding if we've run out of samples.
for (size_t i = samples_received; i < num_out; i++)
{
out[i * 2 + 0] = m_last_stretched_sample[0];
out[i * 2 + 1] = m_last_stretched_sample[1];
}
}
} // namespace AudioCommon

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@ -0,0 +1,28 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <soundtouch/SoundTouch.h>
namespace AudioCommon
{
class AudioStretcher
{
public:
explicit AudioStretcher(unsigned int sample_rate);
void ProcessSamples(const short* in, unsigned int num_in, unsigned int num_out);
void GetStretchedSamples(short* out, unsigned int num_out);
void Clear();
private:
unsigned int m_sample_rate;
std::array<short, 2> m_last_stretched_sample = {};
soundtouch::SoundTouch m_sound_touch;
double m_stretch_ratio = 1.0;
};
} // AudioCommon

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@ -1,5 +1,6 @@
set(SRCS
AudioCommon.cpp
AudioStretcher.cpp
CubebStream.cpp
CubebUtils.cpp
DPL2Decoder.cpp

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@ -21,29 +21,9 @@ long CubebStream::DataCallback(cubeb_stream* stream, void* user_data, const void
auto* self = static_cast<CubebStream*>(user_data);
if (self->m_stereo)
{
self->m_mixer->Mix(static_cast<short*>(output_buffer), num_frames);
}
else
{
size_t required_capacity = num_frames * 2;
if (required_capacity > self->m_short_buffer.capacity() ||
required_capacity > self->m_floatstereo_buffer.capacity())
{
INFO_LOG(AUDIO, "Expanding conversion buffers size: %li frames", num_frames);
self->m_short_buffer.reserve(required_capacity);
self->m_floatstereo_buffer.reserve(required_capacity);
}
self->m_mixer->Mix(self->m_short_buffer.data(), num_frames);
// s16 to float
for (size_t i = 0; i < static_cast<size_t>(num_frames) * 2; ++i)
self->m_floatstereo_buffer[i] = self->m_short_buffer[i] / static_cast<float>(1 << 15);
// DPL2Decode output: LEFTFRONT, RIGHTFRONT, CENTREFRONT, (sub), LEFTREAR, RIGHTREAR
DPL2Decode(self->m_floatstereo_buffer.data(), num_frames, static_cast<float*>(output_buffer));
}
self->m_mixer->MixSurround(static_cast<float*>(output_buffer), num_frames);
return num_frames;
}

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@ -7,24 +7,18 @@
#include <cmath>
#include <cstring>
#include "AudioCommon/DPL2Decoder.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/Swap.h"
#include "Core/ConfigManager.h"
CMixer::CMixer(unsigned int BackendSampleRate) : m_sampleRate(BackendSampleRate)
CMixer::CMixer(unsigned int BackendSampleRate)
: m_sampleRate(BackendSampleRate), m_stretcher(BackendSampleRate)
{
INFO_LOG(AUDIO_INTERFACE, "Mixer is initialized");
m_sound_touch.setChannels(2);
m_sound_touch.setSampleRate(BackendSampleRate);
m_sound_touch.setPitch(1.0);
m_sound_touch.setTempo(1.0);
m_sound_touch.setSetting(SETTING_USE_QUICKSEEK, 0);
m_sound_touch.setSetting(SETTING_SEQUENCE_MS, 62);
m_sound_touch.setSetting(SETTING_SEEKWINDOW_MS, 28);
m_sound_touch.setSetting(SETTING_OVERLAP_MS, 8);
DPL2Reset();
}
CMixer::~CMixer()
@ -135,18 +129,19 @@ unsigned int CMixer::Mix(short* samples, unsigned int num_samples)
unsigned int available_samples =
std::min(m_dma_mixer.AvailableSamples(), m_streaming_mixer.AvailableSamples());
m_stretch_buffer.fill(0);
m_scratch_buffer.fill(0);
m_dma_mixer.Mix(m_stretch_buffer.data(), available_samples, false);
m_streaming_mixer.Mix(m_stretch_buffer.data(), available_samples, false);
m_wiimote_speaker_mixer.Mix(m_stretch_buffer.data(), available_samples, false);
m_dma_mixer.Mix(m_scratch_buffer.data(), available_samples, false);
m_streaming_mixer.Mix(m_scratch_buffer.data(), available_samples, false);
m_wiimote_speaker_mixer.Mix(m_scratch_buffer.data(), available_samples, false);
if (!m_is_stretching)
{
m_sound_touch.clear();
m_stretcher.Clear();
m_is_stretching = true;
}
StretchAudio(m_stretch_buffer.data(), available_samples, samples, num_samples);
m_stretcher.ProcessSamples(m_scratch_buffer.data(), available_samples, num_samples);
m_stretcher.GetStretchedSamples(samples, num_samples);
}
else
{
@ -159,58 +154,25 @@ unsigned int CMixer::Mix(short* samples, unsigned int num_samples)
return num_samples;
}
void CMixer::StretchAudio(const short* in, unsigned int num_in, short* out, unsigned int num_out)
unsigned int CMixer::MixSurround(float* samples, unsigned int num_samples)
{
const double time_delta = static_cast<double>(num_out) / m_sampleRate; // seconds
if (!num_samples)
return 0;
// 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);
memset(samples, 0, num_samples * 6 * sizeof(float));
const double max_latency = SConfig::GetInstance().m_audio_stretch_max_latency;
const double max_backlog = m_sampleRate * max_latency / 1000.0 / m_stretch_ratio;
const double backlog_fullness = m_sound_touch.numSamples() / max_backlog;
if (backlog_fullness > 5.0)
// Mix() may also use m_scratch_buffer internally, but is safe because it alternates reads and
// writes.
unsigned int available_samples = Mix(m_scratch_buffer.data(), num_samples);
for (size_t i = 0; i < static_cast<size_t>(available_samples) * 2; ++i)
{
// Too many samples in backlog: Don't push anymore on
num_in = 0;
m_float_conversion_buffer[i] =
m_scratch_buffer[i] / static_cast<float>(std::numeric_limits<short>::max());
}
// 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 = 0.5; // seconds
current_ratio *= 1.0 + 2.0 * (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
DPL2Decode(m_float_conversion_buffer.data(), available_samples, samples);
// 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 = 1.0; // seconds
const double m_lpf_gain = 1.0 - std::exp(-time_delta / lpf_time_scale);
m_stretch_ratio += m_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);
DEBUG_LOG(AUDIO, "Audio stretching: samples:%u/%u ratio:%f backlog:%f gain: %f", num_in, num_out,
m_stretch_ratio, backlog_fullness, m_lpf_gain);
m_sound_touch.putSamples(in, num_in);
const size_t samples_received = m_sound_touch.receiveSamples(out, num_out);
if (samples_received != 0)
{
m_last_stretched_sample[0] = out[samples_received * 2 - 2];
m_last_stretched_sample[1] = out[samples_received * 2 - 1];
}
// Preform padding if we've run out of samples.
for (size_t i = samples_received; i < num_out; i++)
{
out[i * 2 + 0] = m_last_stretched_sample[0];
out[i * 2 + 1] = m_last_stretched_sample[1];
}
return available_samples;
}
void CMixer::MixerFifo::PushSamples(const short* samples, unsigned int num_samples)

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@ -7,12 +7,10 @@
#include <array>
#include <atomic>
#include "AudioCommon/AudioStretcher.h"
#include "AudioCommon/WaveFile.h"
#include "Common/CommonTypes.h"
#include <soundtouch/STTypes.h>
#include <soundtouch/SoundTouch.h>
class CMixer final
{
public:
@ -21,6 +19,7 @@ public:
// Called from audio threads
unsigned int Mix(short* samples, unsigned int numSamples);
unsigned int MixSurround(float* samples, unsigned int num_samples);
// Called from main thread
void PushSamples(const short* samples, unsigned int num_samples);
@ -75,18 +74,15 @@ private:
u32 m_frac = 0;
};
void StretchAudio(const short* in, unsigned int num_in, short* out, unsigned int num_out);
MixerFifo m_dma_mixer{this, 32000};
MixerFifo m_streaming_mixer{this, 48000};
MixerFifo m_wiimote_speaker_mixer{this, 3000};
unsigned int m_sampleRate;
bool m_is_stretching = false;
soundtouch::SoundTouch m_sound_touch;
double m_stretch_ratio = 1.0;
std::array<short, 2> m_last_stretched_sample = {};
std::array<short, MAX_SAMPLES * 2> m_stretch_buffer;
AudioCommon::AudioStretcher m_stretcher;
std::array<short, MAX_SAMPLES * 2> m_scratch_buffer;
std::array<float, MAX_SAMPLES * 2> m_float_conversion_buffer;
WaveFileWriter m_wave_writer_dtk;
WaveFileWriter m_wave_writer_dsp;

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@ -6,7 +6,6 @@
#include <cstring>
#include <thread>
#include "AudioCommon/DPL2Decoder.h"
#include "AudioCommon/OpenALStream.h"
#include "AudioCommon/aldlist.h"
#include "Common/Logging/Log.h"
@ -66,9 +65,6 @@ bool OpenALStream::Start()
PanicAlertT("OpenAL: can't find sound devices");
}
// Initialize DPL2 parameters
DPL2Reset();
return bReturn;
}
@ -228,23 +224,18 @@ void OpenALStream::SoundLoop()
numBuffersQueued -= numBuffersProcessed;
}
// DPL2 accepts 240 samples minimum (FWRDURATION)
unsigned int minSamples = surround_capable ? 240 : 0;
unsigned int numSamples = OAL_MAX_SAMPLES;
numSamples = m_mixer->Mix(realtimeBuffer, numSamples);
// Convert the samples from short to float
for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i)
sampleBuffer[i] = static_cast<float>(realtimeBuffer[i]) / (1 << 15);
if (numSamples <= minSamples)
continue;
if (surround_capable)
{
// DPL2 accepts 240 samples minimum (FWRDURATION)
unsigned int minSamples = 240;
float dpl2[OAL_MAX_SAMPLES * OAL_MAX_BUFFERS * SURROUND_CHANNELS];
DPL2Decode(sampleBuffer, numSamples, dpl2);
numSamples = m_mixer->MixSurround(dpl2, numSamples);
if (numSamples < minSamples)
continue;
// zero-out the subwoofer channel - DPL2Decode generates a pretty
// good 5.0 but not a good 5.1 output. Sadly there is not a 5.0
@ -311,6 +302,15 @@ void OpenALStream::SoundLoop()
}
else
{
numSamples = m_mixer->Mix(realtimeBuffer, numSamples);
// Convert the samples from short to float
for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i)
sampleBuffer[i] = static_cast<float>(realtimeBuffer[i]) / (1 << 15);
if (!numSamples)
continue;
if (float32_capable)
{
alBufferData(uiBuffers[nextBuffer], AL_FORMAT_STEREO_FLOAT32, sampleBuffer,

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@ -4,7 +4,6 @@
#include <cstring>
#include "AudioCommon/DPL2Decoder.h"
#include "AudioCommon/PulseAudioStream.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
@ -30,9 +29,6 @@ bool PulseAudio::Start()
m_run_thread.Set();
m_thread = std::thread(&PulseAudio::SoundLoop, this);
// Initialize DPL2 parameters
DPL2Reset();
return true;
}
@ -194,23 +190,12 @@ void PulseAudio::WriteCallback(pa_stream* s, size_t length)
}
else
{
// get a floating point mix
s16 s16buffer_stereo[frames * 2];
m_mixer->Mix(s16buffer_stereo, frames); // implicitly mixes to 16-bit stereo
float floatbuffer_stereo[frames * 2];
// s16 to float
for (int i = 0; i < frames * 2; ++i)
{
floatbuffer_stereo[i] = s16buffer_stereo[i] / float(1 << 15);
}
if (m_channels == 5) // Extract dpl2/5.0 Surround
{
float floatbuffer_6chan[frames * 6];
// DPL2Decode output: LEFTFRONT, RIGHTFRONT, CENTREFRONT, (sub), LEFTREAR, RIGHTREAR
DPL2Decode(floatbuffer_stereo, frames, floatbuffer_6chan);
m_mixer->MixSurround(floatbuffer_6chan, frames);
// DPL2Decode output: LEFTFRONT, RIGHTFRONT, CENTREFRONT, (sub), LEFTREAR, RIGHTREAR
// Discard the subwoofer channel - DPL2Decode generates a pretty
// good 5.0 but not a good 5.1 output.
const int dpl2_to_5chan[] = {0, 1, 2, 4, 5};