GBA Audio: Better audio resampling via FFmpeg

This commit is contained in:
Jeffrey Pfau 2014-12-21 01:31:31 -08:00
parent 660ac6a6be
commit ce0ad004e4
6 changed files with 103 additions and 0 deletions

View File

@ -3,6 +3,7 @@ Features:
- Support for gamepad axes, e.g. analog sticks or triggers
- Add scale presets for up to 6x
- Debugger: Add CLI "frame", frame advance command
- Better audio resampling via FFmpeg
Bugfixes:
- Qt: Fix issue with set frame sizes being the wrong height
- Qt: Fix emulator crashing when full screen if a game is not running

View File

@ -156,6 +156,7 @@ if(USE_FFMPEG)
include_directories(AFTER ${LIBAVCODEC_INCLUDE_DIRS} ${LIBAVFORMAT_INCLUDE_DIRS} ${LIBAVRESAMPLE_INCLUDE_DIRS} ${LIBAVUTIL_INCLUDE_DIRS} ${LIBSWSCALE_INCLUDE_DIRS})
link_directories(${LIBAVCODEC_LIBRARY_DIRS} ${LIBAVFORMAT_LIBRARY_DIRS} ${LIBAVRESAMPLE_LIBRARY_DIRS} ${LIBAVUTIL_LIBRARY_DIRS} ${LIBSWSCALE_LIBRARY_DIRS})
list(APPEND UTIL_SRC "${CMAKE_SOURCE_DIR}/src/platform/ffmpeg/ffmpeg-encoder.c")
list(APPEND UTIL_SRC "${CMAKE_SOURCE_DIR}/src/platform/ffmpeg/ffmpeg-resample.c")
string(REGEX MATCH "^[0-9]+" LIBAVCODEC_VERSION_MAJOR ${libavcodec_VERSION})
string(REGEX MATCH "^[0-9]+" LIBAVFORMAT_VERSION_MAJOR ${libavformat_VERSION})
string(REGEX MATCH "^[0-9]+" LIBAVRESAMPLE_VERSION_MAJOR ${libavresample_VERSION})
@ -255,6 +256,7 @@ message(STATUS " Video recording: ${USE_FFMPEG}")
message(STATUS " GIF recording: ${USE_MAGICK}")
message(STATUS " Screenshot/advanced savestate support: ${USE_PNG}")
message(STATUS " ZIP support: ${USE_LIBZIP}")
message(STATUS " Better audio resampling: ${USE_FFMPEG}")
message(STATUS "Frontend summary:")
message(STATUS " Qt: ${BUILD_QT}")
message(STATUS " SDL (${SDL_VERSION}): ${BUILD_SDL}")

View File

@ -0,0 +1,53 @@
/* Copyright (c) 2013-2014 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ffmpeg-resample.h"
#include "gba-audio.h"
#include <libavresample/avresample.h>
#include <libavutil/opt.h>
struct AVAudioResampleContext* GBAAudioOpenLAVR(struct GBAAudio* audio, unsigned outputRate) {
AVAudioResampleContext *avr = avresample_alloc_context();
av_opt_set_int(avr, "in_channel_layout", AV_CH_LAYOUT_STEREO, 0);
av_opt_set_int(avr, "out_channel_layout", AV_CH_LAYOUT_STEREO, 0);
av_opt_set_int(avr, "in_sample_rate", audio->sampleRate, 0);
av_opt_set_int(avr, "out_sample_rate", outputRate, 0);
av_opt_set_int(avr, "in_sample_fmt", AV_SAMPLE_FMT_S16P, 0);
av_opt_set_int(avr, "out_sample_fmt", AV_SAMPLE_FMT_S16, 0);
if (avresample_open(avr)) {
avresample_free(&avr);
return 0;
}
return avr;
}
unsigned GBAAudioResampleLAVR(struct GBAAudio* audio, struct AVAudioResampleContext* avr, struct GBAStereoSample* output, unsigned nSamples) {
int16_t left[GBA_AUDIO_SAMPLES];
int16_t right[GBA_AUDIO_SAMPLES];
int16_t* samples[2] = { left, right };
size_t totalRead = 0;
size_t available = avresample_available(avr);
if (available) {
totalRead = avresample_read(avr, (uint8_t**) &output, nSamples);
nSamples -= totalRead;
output += totalRead;
}
while (nSamples) {
unsigned read = GBAAudioCopy(audio, left, right, GBA_AUDIO_SAMPLES);
size_t currentRead = avresample_convert(avr, (uint8_t**) &output, nSamples * sizeof(struct GBAStereoSample), nSamples, (uint8_t**) samples, sizeof(left), read);
nSamples -= currentRead;
output += currentRead;
totalRead += currentRead;
if (read < GBA_AUDIO_SAMPLES && nSamples) {
memset(output, 0, nSamples * sizeof(struct GBAStereoSample));
break;
}
}
return totalRead;
}

View File

@ -0,0 +1,16 @@
/* Copyright (c) 2013-2014 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef FFMPEG_RESAMPLE
#define FFMPEG_RESAMPLE
struct AVAudioResampleContext;
struct GBAAudio;
struct GBAStereoSample;
struct AVAudioResampleContext* GBAAudioOpenLAVR(struct GBAAudio* audio, unsigned outputRate);
unsigned GBAAudioResampleLAVR(struct GBAAudio* audio, struct AVAudioResampleContext* avr, struct GBAStereoSample* output, unsigned nSamples);
#endif

View File

@ -8,6 +8,11 @@
#include "gba.h"
#include "gba-thread.h"
#ifdef USE_FFMPEG
#include "platform/ffmpeg/ffmpeg-resample.h"
#include <libavresample/avresample.h>
#endif
#define BUFFER_SIZE (GBA_AUDIO_SAMPLES >> 2)
static void _GBASDLAudioCallback(void* context, Uint8* data, int len);
@ -24,7 +29,9 @@ bool GBASDLInitAudio(struct GBASDLAudio* context, struct GBAThread* threadContex
context->desiredSpec.samples = context->samples;
context->desiredSpec.callback = _GBASDLAudioCallback;
context->desiredSpec.userdata = context;
#ifndef USE_FFMPEG
context->drift = 0.f;
#endif
if (SDL_OpenAudio(&context->desiredSpec, &context->obtainedSpec) < 0) {
GBALog(0, GBA_LOG_ERROR, "Could not open SDL sound system");
return false;
@ -35,6 +42,10 @@ bool GBASDLInitAudio(struct GBASDLAudio* context, struct GBAThread* threadContex
threadContext->audioBuffers = context->samples * 2;
}
#ifdef USE_FFMPEG
context->avr = 0;
#endif
SDL_PauseAudio(0);
return true;
}
@ -44,6 +55,9 @@ void GBASDLDeinitAudio(struct GBASDLAudio* context) {
SDL_PauseAudio(1);
SDL_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
#ifdef USE_FFMPEG
avresample_free(&context->avr);
#endif
}
void GBASDLPauseAudio(struct GBASDLAudio* context) {
@ -62,6 +76,7 @@ static void _GBASDLAudioCallback(void* context, Uint8* data, int len) {
memset(data, 0, len);
return;
}
#ifndef USE_FFMPEG
audioContext->ratio = GBAAudioCalculateRatio(&audioContext->thread->gba->audio, audioContext->thread->fpsTarget, audioContext->obtainedSpec.freq);
if (audioContext->ratio == INFINITY) {
memset(data, 0, len);
@ -72,4 +87,16 @@ static void _GBASDLAudioCallback(void* context, Uint8* data, int len) {
if (audioContext->obtainedSpec.channels == 2) {
GBAAudioResampleNN(&audioContext->thread->gba->audio, audioContext->ratio, &audioContext->drift, ssamples, len);
}
#else
if (!audioContext->avr) {
if (!audioContext->thread->gba->audio.sampleRate) {
memset(data, 0, len);
return;
}
audioContext->avr = GBAAudioOpenLAVR(&audioContext->thread->gba->audio, audioContext->obtainedSpec.freq);
}
struct GBAStereoSample* ssamples = (struct GBAStereoSample*) data;
len /= 2 * audioContext->obtainedSpec.channels;
GBAAudioResampleLAVR(&audioContext->thread->gba->audio, audioContext->avr, ssamples, len);
#endif
}

View File

@ -17,8 +17,12 @@ struct GBASDLAudio {
// State
SDL_AudioSpec desiredSpec;
SDL_AudioSpec obtainedSpec;
#ifndef USE_FFMPEG
float drift;
float ratio;
#else
struct AVAudioResampleContext* avr;
#endif
struct GBAThread* thread;
};