Mixer: Tweak audio stretch parameters
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@ -167,18 +167,18 @@ void CMixer::StretchAudio(const short* in, unsigned int num_in, short* out, unsi
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double current_ratio = static_cast<double>(num_in) / static_cast<double>(num_out);
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const double max_latency = SConfig::GetInstance().m_audio_stretch_max_latency;
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const double max_backlog = m_sampleRate * max_latency / 1000.0;
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const double max_backlog = m_sampleRate * max_latency / 1000.0 / m_stretch_ratio;
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const double backlog_fullness = m_sound_touch.numSamples() / max_backlog;
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if (backlog_fullness > 1.0)
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if (backlog_fullness > 5.0)
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{
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// Exceeded latency budget: Do not add more samples into FIFO.
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// Too many samples in backlog: Don't push anymore on
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num_in = 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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constexpr double tweak_time_scale = 0.5; // 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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@ -189,7 +189,8 @@ void CMixer::StretchAudio(const short* in, unsigned int num_in, short* out, unsi
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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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m_stretch_ratio = std::max(m_stretch_ratio, 0.1);
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m_sound_touch.setTempo(m_stretch_ratio);
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DEBUG_LOG(AUDIO, "Audio stretching: samples:%u/%u ratio:%f backlog:%f gain: %f", num_in, num_out,
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m_stretch_ratio, backlog_fullness, m_lpf_gain);
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