// Copyright 2017 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "AudioCommon/AudioStretcher.h" #include #include #include #include "Common/Logging/Log.h" #include "Core/Config/MainSettings.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); } 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(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(num_in) / static_cast(num_out); const double max_latency = Config::Get(Config::MAIN_AUDIO_STRETCH_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_FMT(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); } 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