pcsx2/pcsx2/SPU2/SndOut.cpp

1044 lines
32 KiB
C++

// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
// SPDX-License-Identifier: LGPL-3.0+
#include "SPU2/Global.h"
#include "SPU2/spu2.h"
#include "GS/GSCapture.h"
#include "GS/GSVector.h"
#include "Host.h"
#include "common/Assertions.h"
#include "common/Timer.h"
#include "SoundTouch.h"
const StereoOut32 StereoOut32::Empty(0, 0);
static bool s_audio_capture_active = false;
//Uncomment the next line to use the old time stretcher
//#define SPU2X_USE_OLD_STRETCHER
//#define SPU2X_HANDLE_STRETCH_OVERRUNS
namespace
{
class NullOutModule final : public SndOutModule
{
public:
bool Init() override { return true; }
void Close() override {}
void SetPaused(bool paused) override {}
int GetEmptySampleCount() override { return 0; }
const char* GetIdent() const override
{
return "nullout";
}
const char* GetDisplayName() const override
{
return TRANSLATE_NOOP("SPU2", "No Sound (Emulate SPU2 only)");
}
const char* const* GetBackendNames() const override
{
return nullptr;
}
std::vector<SndOutDeviceInfo> GetOutputDeviceList(const char* driver) const override
{
return {};
}
};
} // namespace
static NullOutModule s_NullOut;
static SndOutModule* NullOut = &s_NullOut;
extern SndOutModule* CubebOut;
#ifdef _WIN32
extern SndOutModule* XAudio2Out;
#endif
static SndOutModule* mods[] =
{
NullOut,
CubebOut,
#ifdef _WIN32
XAudio2Out,
#endif
};
static SndOutModule* s_output_module;
std::span<SndOutModule*> GetSndOutModules()
{
return mods;
}
static SndOutModule* FindOutputModule(const char* name)
{
for (u32 i = 0; i < std::size(mods); i++)
{
if (std::strcmp(mods[i]->GetIdent(), name) == 0)
return mods[i];
}
return nullptr;
}
const char* const* GetOutputModuleBackends(const char* omodid)
{
if (SndOutModule* mod = FindOutputModule(omodid))
return mod->GetBackendNames();
return nullptr;
}
SndOutDeviceInfo::SndOutDeviceInfo(std::string name_, std::string display_name_, u32 minimum_latency_)
: name(std::move(name_))
, display_name(std::move(display_name_))
, minimum_latency_frames(minimum_latency_)
{
}
SndOutDeviceInfo::~SndOutDeviceInfo() = default;
std::vector<SndOutDeviceInfo> GetOutputDeviceList(const char* omodid, const char* driver)
{
std::vector<SndOutDeviceInfo> ret;
if (SndOutModule* mod = FindOutputModule(omodid))
ret = mod->GetOutputDeviceList(driver);
return ret;
}
namespace SndBuffer
{
static float s_final_volume = 1.0f;
static bool s_underrun_freeze = 0;
// data prediction amount, used to "commit" data that hasn't
// finished timestretch processing.
static s32 s_predict_data = 0;
// records last buffer status (fill %, range -100 to 100, with 0 being 50% full)
static float s_last_pct = 0;
static float s_last_emergency_adj = 0.0f;
static float s_cTempo = 1.0f;
static float s_eTempo = 1.0f;
static int s_ss_freeze = 0;
static std::unique_ptr<StereoOut16[]> s_staging_buffer;
static std::unique_ptr<float[]> s_float_buffer;
static int s_staging_progress = 0;
static std::unique_ptr<StereoOut16[]> s_output_buffer;
static s32 s_output_buffer_size = 0;
// TODO: Replace these with proper atomics.
alignas(4) static volatile s32 m_rpos = 0;
alignas(4) static volatile s32 m_wpos = 0;
static bool CheckUnderrunStatus(int& nSamples, int& quietSampleCount);
static void soundtouchInit();
static void soundtouchClearContents();
static void soundtouchCleanup();
static void timeStretchWrite();
static void timeStretchUnderrun();
#ifdef SPU2X_HANDLE_STRETCH_OVERRUNS
static s32 timeStretchOverrun();
#endif
static void PredictDataWrite(int samples);
static float GetStatusPct();
static void UpdateTempoChangeSoundTouch();
static void _WriteSamples(StereoOut16* bData, int nSamples);
static void _WriteSamples_Safe(StereoOut16* bData, int nSamples);
static void _WriteSamples_Internal(StereoOut16* bData, int nSamples);
static void _DropSamples_Internal(int nSamples);
static int _GetApproximateDataInBuffer();
} // namespace SndBuffer
static int GetAlignedBufferSize(int comp)
{
return (comp + SndOutPacketSize - 1) & ~(SndOutPacketSize - 1);
}
s32 SPU2::GetOutputVolume()
{
return static_cast<s32>(std::round(SndBuffer::s_final_volume * 100.0f));
}
void SPU2::SetOutputVolume(s32 volume)
{
SndBuffer::s_final_volume = static_cast<float>(std::clamp<s32>(volume, 0, Pcsx2Config::SPU2Options::MAX_VOLUME)) / 100.0f;
}
// Returns TRUE if there is data to be output, or false if no data
// is available to be copied.
bool SndBuffer::CheckUnderrunStatus(int& nSamples, int& quietSampleCount)
{
quietSampleCount = 0;
int data = _GetApproximateDataInBuffer();
if (s_underrun_freeze)
{
int toFill = s_output_buffer_size / ((EmuConfig.SPU2.SynchMode == Pcsx2Config::SPU2Options::SynchronizationMode::NoSync) ? 32 : 400); // TimeStretch and Async off?
toFill = GetAlignedBufferSize(toFill);
// toFill is now aligned to a SndOutPacket
if (data < toFill)
{
quietSampleCount = nSamples;
nSamples = 0;
return false;
}
s_underrun_freeze = false;
if (SPU2::MsgOverruns())
SPU2::ConLog(" * SPU2 > Underrun compensation (%d packets buffered)\n", toFill / SndOutPacketSize);
s_last_pct = 0.0; // normalize timestretcher
}
else if (data < nSamples)
{
quietSampleCount = nSamples - data;
nSamples = data;
s_underrun_freeze = true;
if (EmuConfig.SPU2.SynchMode == Pcsx2Config::SPU2Options::SynchronizationMode::TimeStretch) // TimeStrech on
timeStretchUnderrun();
return nSamples != 0;
}
return true;
}
int SndBuffer::_GetApproximateDataInBuffer()
{
// WARNING: not necessarily 100% up to date by the time it's used, but it will have to do.
return (m_wpos + s_output_buffer_size - m_rpos) % s_output_buffer_size;
}
void SndBuffer::_WriteSamples_Internal(StereoOut16* bData, int nSamples)
{
// WARNING: This assumes the write will NOT wrap around,
// and also assumes there's enough free space in the buffer.
std::memcpy(s_output_buffer.get() + m_wpos, bData, nSamples * sizeof(StereoOut16));
m_wpos = (m_wpos + nSamples) % s_output_buffer_size;
}
void SndBuffer::_DropSamples_Internal(int nSamples)
{
m_rpos = (m_rpos + nSamples) % s_output_buffer_size;
}
void SndBuffer::_WriteSamples_Safe(StereoOut16* bData, int nSamples)
{
// WARNING: This code assumes there's only ONE writing process.
if ((s_output_buffer_size - m_wpos) < nSamples)
{
const int b1 = s_output_buffer_size - m_wpos;
const int b2 = nSamples - b1;
_WriteSamples_Internal(bData, b1);
_WriteSamples_Internal(bData + b1, b2);
}
else
{
_WriteSamples_Internal(bData, nSamples);
}
}
static __fi StereoOut16 ApplyVolume(StereoOut16 frame, float volume)
{
// TODO: This could be done with SSE/NEON, but we'd only be processing half our vector width.
// It happens on the audio thread anyway, so no biggie, but someone might want to do it at some point.
return StereoOut16(
static_cast<s16>(std::clamp(static_cast<float>(frame.Left) * volume, -32768.0f, 32767.0f)),
static_cast<s16>(std::clamp(static_cast<float>(frame.Right) * volume, -32768.0f, 32767.0f)));
}
// Note: When using with 32 bit output buffers, the user of this function is responsible
// for shifting the values to where they need to be manually. The fixed point depth of
// the sample output is determined by the SndOutVolumeShift, which is the number of bits
// to shift right to get a 16 bit result.
template <typename T>
void SndBuffer::ReadSamples(T* bData, int nSamples)
{
// Problem:
// If the SPU2 gets even the least bit out of sync with the SndOut device,
// the readpos of the circular buffer will overtake the writepos,
// leading to a prolonged period of hopscotching read/write accesses (ie,
// lots of staticy crap sound for several seconds).
//
// Fix:
// If the read position overtakes the write position, abort the
// transfer immediately and force the SndOut driver to wait until
// the read buffer has filled up again before proceeding.
// This will cause one brief hiccup that can never exceed the user's
// set buffer length in duration.
int quietSamples = 0;
if (CheckUnderrunStatus(nSamples, quietSamples))
{
pxAssume(nSamples <= SndOutPacketSize);
// WARNING: This code assumes there's only ONE reading process.
int b1 = s_output_buffer_size - m_rpos;
if (b1 > nSamples)
b1 = nSamples;
const int b2 = nSamples - b1;
if (std::is_same_v<T, StereoOut16> && s_final_volume == 1.0f)
{
// First part
if (b1 > 0)
std::memcpy(bData, &s_output_buffer[m_rpos], sizeof(StereoOut16) * b1);
// Second part
if (b2 > 0)
std::memcpy(bData + b1, s_output_buffer.get(), sizeof(StereoOut16) * b2);
}
else
{
// First part
for (int i = 0; i < b1; i++)
bData[i].SetFrom(ApplyVolume(s_output_buffer[i + m_rpos], s_final_volume));
// Second part
for (int i = 0; i < b2; i++)
bData[i + b1].SetFrom(ApplyVolume(s_output_buffer[i], s_final_volume));
}
_DropSamples_Internal(nSamples);
}
// If quietSamples != 0 it means we have an underrun...
// Let's just dull out some silence, because that's usually the least
// painful way of dealing with underruns:
if (quietSamples > 0)
std::memset(bData + nSamples, 0, sizeof(T) * quietSamples);
}
template void SndBuffer::ReadSamples(StereoOut16*, int);
template void SndBuffer::ReadSamples(Stereo21Out16*, int);
template void SndBuffer::ReadSamples(Stereo40Out16*, int);
template void SndBuffer::ReadSamples(Stereo41Out16*, int);
template void SndBuffer::ReadSamples(Stereo51Out16*, int);
template void SndBuffer::ReadSamples(Stereo51Out16Dpl*, int);
template void SndBuffer::ReadSamples(Stereo51Out16DplII*, int);
template void SndBuffer::ReadSamples(Stereo71Out16*, int);
void SndBuffer::_WriteSamples(StereoOut16* bData, int nSamples)
{
s_predict_data = 0;
// Problem:
// If the SPU2 gets out of sync with the SndOut device, the writepos of the
// circular buffer will overtake the readpos, leading to a prolonged period
// of hopscotching read/write accesses (ie, lots of staticy crap sound for
// several seconds).
//
// Compromise:
// When an overrun occurs, we adapt by discarding a portion of the buffer.
// The older portion of the buffer is discarded rather than incoming data,
// so that the overall audio synchronization is better.
const int free = s_output_buffer_size - _GetApproximateDataInBuffer(); // -1, but the <= handles that
if (free <= nSamples)
{
// Disabled since the lock-free queue can't handle changing the read end from the write thread
#ifdef SPU2X_HANDLE_STRETCH_OVERRUNS
// Buffer overrun!
// Dump samples from the read portion of the buffer instead of dropping
// the newly written stuff.
s32 comp = 0;
if (EmuConfig.SPU2.SynchMode == Pcsx2Config::SPU2Options::SynchronizationMode::TimeStretch) // TimeStrech on
{
comp = timeStretchOverrun();
}
else
{
// Toss half the buffer plus whatever's being written anew:
comp = GetAlignedBufferSize((m_size + nSamples) / 16);
if (comp > (m_size - SndOutPacketSize))
comp = m_size - SndOutPacketSize;
}
_DropSamples_Internal(comp);
if (SPU2::MsgOverruns())
SPU2::ConLog(" * SPU2 > Overrun Compensation (%d packets tossed)\n", comp / SndOutPacketSize);
lastPct = 0.0; // normalize the timestretcher
#else
if (SPU2::MsgOverruns())
SPU2::ConLog(" * SPU2 > Overrun! 1 packet tossed)\n");
s_last_pct = 0.0; // normalize the timestretcher
// Toss the packet because we overran the buffer.
return;
#endif
}
_WriteSamples_Safe(bData, nSamples);
}
bool SndBuffer::Init(const char* modname)
{
s_output_module = FindOutputModule(modname);
if (!s_output_module)
return false;
// initialize sound buffer
// Buffer actually attempts to run ~50%, so allocate near double what
// the requested latency is:
m_rpos = 0;
m_wpos = 0;
const float latencyMS = EmuConfig.SPU2.Latency * 16;
s_output_buffer_size = GetAlignedBufferSize((int)(latencyMS * SampleRate / 1000.0f));
s_output_buffer = std::make_unique<StereoOut16[]>(s_output_buffer_size);
s_underrun_freeze = false;
s_staging_buffer = std::make_unique<StereoOut16[]>(SndOutPacketSize);
s_float_buffer = std::make_unique<float[]>(SndOutPacketSize * 2);
s_staging_progress = 0;
soundtouchInit(); // initializes the timestretching
// initialize module
if (!s_output_module->Init())
{
Cleanup();
return false;
}
return true;
}
bool SndBuffer::IsOpen()
{
return (s_output_module != nullptr);
}
void SndBuffer::Cleanup()
{
if (s_output_module)
{
s_output_module->Close();
s_output_module = nullptr;
}
soundtouchCleanup();
s_output_buffer.reset();
s_staging_buffer.reset();
}
void SndBuffer::ClearContents()
{
soundtouchClearContents();
s_ss_freeze = 256; //Delays sound output for about 1 second.
}
void SndBuffer::ResetBuffers()
{
m_rpos = 0;
m_wpos = 0;
}
void SPU2::SetOutputPaused(bool paused)
{
s_output_module->SetPaused(paused);
}
void SPU2::SetAudioCaptureActive(bool active)
{
s_audio_capture_active = active;
}
bool SPU2::IsAudioCaptureActive()
{
return s_audio_capture_active;
}
void SndBuffer::Write(StereoOut16 Sample)
{
#ifdef PCSX2_DEVBUILD
// Log final output to wavefile.
WaveDump::WriteCore(1, CoreSrc_External, Sample);
#endif
s_staging_buffer[s_staging_progress++] = Sample;
// If we haven't accumulated a full packet yet, do nothing more:
if (s_staging_progress < SndOutPacketSize)
return;
s_staging_progress = 0;
// We want to capture audio *before* time stretching.
if (s_audio_capture_active)
GSCapture::DeliverAudioPacket(reinterpret_cast<const s16*>(s_staging_buffer.get()));
//Don't play anything directly after loading a savestate, avoids static killing your speakers.
if (s_ss_freeze > 0)
{
s_ss_freeze--;
std::memset(s_staging_buffer.get(), 0, sizeof(StereoOut16) * SndOutPacketSize);
}
else
{
if (EmuConfig.SPU2.SynchMode == Pcsx2Config::SPU2Options::SynchronizationMode::TimeStretch)
timeStretchWrite();
else
_WriteSamples(s_staging_buffer.get(), SndOutPacketSize);
}
}
//////////////////////////////////////////////////////////////////////////
// Time Stretching
//////////////////////////////////////////////////////////////////////////
static std::unique_ptr<soundtouch::SoundTouch> pSoundTouch = nullptr;
void SndBuffer::PredictDataWrite(int samples)
{
s_predict_data += samples;
}
// Calculate the buffer status percentage.
// Returns range from -1.0 to 1.0
// 1.0 = buffer overflow!
// 0.0 = buffer nominal (50% full)
// -1.0 = buffer underflow!
float SndBuffer::GetStatusPct()
{
// Get the buffer status of the output driver too, so that we can
// obtain a more accurate overall buffer status.
const int drvempty = s_output_module->GetEmptySampleCount(); // / 2;
//ConLog( "Data %d >>> driver: %d predict: %d\n", m_data, drvempty, m_predictData );
const int data = _GetApproximateDataInBuffer();
float result = static_cast<float>(data + s_predict_data - drvempty) - (s_output_buffer_size / 16);
result /= (s_output_buffer_size / 16);
return result;
}
//Alternative simple tempo adjustment. Based only on the soundtouch buffer state.
//Base algorithm: aim at specific average number of samples at the buffer (by GUI), and adjust tempo simply by current/target.
//An extra mechanism is added to keep adjustment at perfect 1:1 ratio (when emulation speed is stable around 100%)
// to prevent constant stretching/shrinking of packets if possible.
// This mechanism is triggered when the adjustment is close to 1:1 for long enough (defaults to 100 iterations within hys_ok_factor - defaults to 3%).
// 1:1 state is aborted when required adjustment goes beyond hys_bad_factor (defaults to 20%).
//
//To compensate for wide variation of the <num of samples> ratio due to relatively small size of the buffer,
// The required tempo is a running average of STRETCH_AVERAGE_LEN (defaults to 50) last calculations.
// This averaging slows down the respons time of the algorithm, but greatly stablize it towards steady stretching.
//
//Keeping the buffer at required latency:
// This algorithm stabilises when the actual latency is <speed>*<required_latency>. While this is just fine at 100% speed,
// it's problematic especially for slow speeds, as the number of actual samples at the buffer gets very small on that case,
// which may lead to underruns (or just too much latency when running very fast).
//To compensate for that, the algorithm has a slowly moving compensation factor which will eventually bring the actual latency to the required one.
//compensationDivider defines how slow this compensation changes. By default it's set to 100,
// which will finalize the compensation after about 200 iterations.
//
// Note, this algorithm is intentionally simplified by not taking extreme actions at extreme scenarios (mostly underruns when speed drops sharply),
// and let's the overrun/underrun protections do what they should (doesn't happen much though in practice, even at big FPS variations).
//
// These params were tested to show good respond and stability, on all audio systems (dsound, wav, port audio, xaudio2),
// even at extreme small latency of 50ms which can handle 50%-100% variations without audible glitches.
constexpr int targetIPS = 750;
//Additional performance note: since MAX_STRETCH_AVERAGE_LEN = 128 (or any power of 2), the '%' below
//could be replaced with a faster '&'. The compiler is highly likely to do it since all the values are unsigned.
#define AVERAGING_BUFFER_SIZE 256U
unsigned int AVERAGING_WINDOW = 50 * targetIPS / 750;
#define STRETCHER_RESET_THRESHOLD 5
int gRequestStretcherReset = STRETCHER_RESET_THRESHOLD;
//Adds a value to the running average buffer, and return the new running average.
static float addToAvg(float val)
{
static float avg_fullness[AVERAGING_BUFFER_SIZE];
static unsigned int nextAvgPos = 0;
static unsigned int available = 0; // Make sure we're not averaging AVERAGING_WINDOW items if we inserted less.
if (gRequestStretcherReset >= STRETCHER_RESET_THRESHOLD)
available = 0;
if (available < AVERAGING_BUFFER_SIZE)
available++;
avg_fullness[nextAvgPos] = val;
nextAvgPos = (nextAvgPos + 1U) % AVERAGING_BUFFER_SIZE;
const unsigned int actualWindow = std::min(available, AVERAGING_WINDOW);
const unsigned int first = (nextAvgPos - actualWindow + AVERAGING_BUFFER_SIZE) % AVERAGING_BUFFER_SIZE;
// Possible optimization: if we know that actualWindow hasn't changed since
// last invocation, we could calculate the running average in O(1) instead of O(N)
// by keeping a running sum between invocations, and then
// do "runningSum = runningSum + val - avg_fullness[(first-1)%...]" instead of the following loop.
// Few gotchas: val overwrites first-1, handling actualWindow changes, etc.
// However, this isn't hot code, so unless proven otherwise, we can live with unoptimized code.
float sum = 0;
for (unsigned int i = first; i < first + actualWindow; i++)
{
sum += avg_fullness[i % AVERAGING_BUFFER_SIZE];
}
sum = sum / actualWindow;
return sum ? sum : 1; // 1 because that's the 100% perfect speed value
}
template <class T>
static bool IsInRange(const T& val, const T& min, const T& max)
{
return (min <= val && val <= max);
}
//actual stretch algorithm implementation
void SndBuffer::UpdateTempoChangeSoundTouch()
{
#ifndef SPU2X_USE_OLD_STRETCHER
const long targetSamplesReservoir = 48 * EmuConfig.SPU2.Latency; //48000*SndOutLatencyMS/1000
//base aim at buffer filled %
float baseTargetFullness = static_cast<double>(targetSamplesReservoir); ///(double)m_size;//0.05;
//state vars
static bool inside_hysteresis; //=false;
static int hys_ok_count; //=0;
static float dynamicTargetFullness; //=baseTargetFullness;
if (gRequestStretcherReset >= STRETCHER_RESET_THRESHOLD)
{
if (SPU2::MsgOverruns())
SPU2::ConLog("______> stretch: Reset.\n");
inside_hysteresis = false;
hys_ok_count = 0;
dynamicTargetFullness = baseTargetFullness;
}
const int data = _GetApproximateDataInBuffer();
const float bufferFullness = static_cast<float>(data); ///(float)m_size;
//Algorithm params: (threshold params (hysteresis), etc)
constexpr float hys_ok_factor = 1.04f;
constexpr float hys_bad_factor = 1.2f;
const int hys_min_ok_count = std::clamp((int)(50.0 * (float)targetIPS / 750.0), 2, 100); //consecutive iterations within hys_ok before going to 1:1 mode
const int compensationDivider = std::clamp((int)(100.0 * (float)targetIPS / 750), 15, 150);
float tempoAdjust = bufferFullness / dynamicTargetFullness;
const float avgerage = addToAvg(tempoAdjust);
tempoAdjust = avgerage;
// Dampen the adjustment to avoid overshoots (this means the average will compensate to the other side).
// This is different than simply bigger averaging window since bigger window also has bigger "momentum",
// so it's slower to slow down when it gets close to the equilibrium state and can therefore resonate.
// The dampening (sqrt was chosen for no very good reason) manages to mostly prevent that.
tempoAdjust = sqrt(tempoAdjust);
tempoAdjust = std::clamp(tempoAdjust, 0.05f, 10.0f);
if (tempoAdjust < 1)
baseTargetFullness /= sqrt(tempoAdjust); // slightly increase latency when running slow.
dynamicTargetFullness += (baseTargetFullness / tempoAdjust - dynamicTargetFullness) / (double)compensationDivider;
if (IsInRange(tempoAdjust, 0.9f, 1.1f) && IsInRange(dynamicTargetFullness, baseTargetFullness * 0.9f, baseTargetFullness * 1.1f))
dynamicTargetFullness = baseTargetFullness;
if (!inside_hysteresis)
{
if (IsInRange(tempoAdjust, 1.0f / hys_ok_factor, hys_ok_factor))
hys_ok_count++;
else
hys_ok_count = 0;
if (hys_ok_count >= hys_min_ok_count)
{
inside_hysteresis = true;
if (SPU2::MsgOverruns())
SPU2::ConLog("======> stretch: None (1:1)\n");
}
}
else if (!IsInRange(tempoAdjust, 1.0f / hys_bad_factor, hys_bad_factor))
{
if (SPU2::MsgOverruns())
SPU2::ConLog("~~~~~~> stretch: Dynamic\n");
inside_hysteresis = false;
hys_ok_count = 0;
}
if (inside_hysteresis)
tempoAdjust = 1.0;
if (SPU2::MsgOverruns())
{
static int iters = 0;
static u64 last = 0;
const u64 now = Common::Timer::GetCurrentValue();
if (Common::Timer::ConvertValueToSeconds(now - last) > 1.0f)
{ //report buffers state and tempo adjust every second
SPU2::ConLog("buffers: %4d ms (%3.0f%%), tempo: %f, comp: %2.3f, iters: %d, (N-IPS:%d -> avg:%d, minokc:%d, div:%d) reset:%d\n",
(int)(data / 48), (double)(100.0 * bufferFullness / baseTargetFullness), (double)tempoAdjust, (double)(dynamicTargetFullness / baseTargetFullness), iters, (int)targetIPS, AVERAGING_WINDOW, hys_min_ok_count, compensationDivider, gRequestStretcherReset);
last = now;
iters = 0;
}
iters++;
}
pSoundTouch->setTempo(tempoAdjust);
if (gRequestStretcherReset >= STRETCHER_RESET_THRESHOLD)
gRequestStretcherReset = 0;
#else
const float statusPct = GetStatusPct();
const float pctChange = statusPct - s_last_pct;
float tempoChange;
float emergencyAdj = 0;
float newcee = s_cTempo; // workspace var. for cTempo
// IMPORTANT!
// If you plan to tweak these values, make sure you're using a release build
// OUTSIDE THE DEBUGGER to test it! The Visual Studio debugger can really cause
// erratic behavior in the audio buffers, and makes the timestretcher seem a
// lot more inconsistent than it really is.
// We have two factors.
// * Distance from nominal buffer status (50% full)
// * The change from previous update to this update.
// Prediction based on the buffer change:
// (linear seems to work better here)
tempoChange = pctChange * 0.75f;
if (statusPct * tempoChange < 0.0f)
{
// only apply tempo change if it is in synch with the buffer status.
// In other words, if the buffer is high (over 0%), and is decreasing,
// ignore it. It'll just muck things up.
tempoChange = 0;
}
// Sudden spikes in framerate can cause the nominal buffer status
// to go critical, in which case we have to enact an emergency
// stretch. The following cubic formulas do that. Values near
// the extremeites give much larger results than those near 0.
// And the value is added only this time, and does not accumulate.
// (otherwise a large value like this would cause problems down the road)
// Constants:
// Weight - weights the statusPct's "emergency" consideration.
// higher values here will make the buffer perform more drastic
// compensations at the outer edges of the buffer (at -75 or +75%
// or beyond, for example).
// Range - scales the adjustment to the given range (more or less).
// The actual range is dependent on the weight used, so if you increase
// Weight you'll usually want to decrease Range somewhat to compensate.
// Prediction based on the buffer fill status:
constexpr float statusWeight = 2.99f;
constexpr float statusRange = 0.068f;
// "non-emergency" deadzone: In this area stretching will be strongly discouraged.
// Note: due tot he nature of timestretch latency, it's always a wee bit harder to
// cope with low fps (underruns) than it is high fps (overruns). So to help out a
// little, the low-end portions of this check are less forgiving than the high-sides.
if (s_cTempo < 0.965f || s_cTempo > 1.060f ||
pctChange < -0.38f || pctChange > 0.54f ||
statusPct < -0.42f || statusPct > 0.70f ||
s_eTempo < 0.89f || s_eTempo > 1.19f)
{
//printf("Emergency stretch: cTempo = %f eTempo = %f pctChange = %f statusPct = %f\n",cTempo,eTempo,pctChange,statusPct);
emergencyAdj = (pow(statusPct * statusWeight, 3.0f) * statusRange);
}
// Smooth things out by factoring our previous adjustment into this one.
// It helps make the system 'feel' a little smarter by giving it at least
// one packet worth of history to help work off of:
emergencyAdj = (emergencyAdj * 0.75f) + (s_last_emergency_adj * 0.25f);
s_last_emergency_adj = emergencyAdj;
s_last_pct = statusPct;
// Accumulate a fraction of the tempo change into the tempo itself.
// This helps the system run "smarter" to games that run consistently
// fast or slow by altering the base tempo to something closer to the
// game's active speed. In tests most games normalize within 2 seconds
// at 100ms latency, which is pretty good (larger buffers normalize even
// quicker).
newcee += newcee * (tempoChange + emergencyAdj) * 0.03f;
// Apply tempoChange as a scale of cTempo. That way the effect is proportional
// to the current tempo. (otherwise tempos rate of change at the extremes would
// be too drastic)
float newTempo = newcee + (emergencyAdj * s_cTempo);
// ... and as a final optimization, only stretch if the new tempo is outside
// a nominal threshold. Keep this threshold check small, because it could
// cause some serious side effects otherwise. (enlarging the cTempo check above
// is usually better/safer)
if (newTempo < 0.970f || newTempo > 1.045f)
{
s_cTempo = static_cast<float>(newcee);
if (newTempo < 0.10f)
newTempo = 0.10f;
else if (newTempo > 10.0f)
newTempo = 10.0f;
if (s_cTempo < 0.15f)
s_cTempo = 0.15f;
else if (s_cTempo > 7.5f)
s_cTempo = 7.5f;
pSoundTouch->setTempo(s_eTempo = static_cast<float>(newTempo));
/*ConLog("* SPU2: [Nominal %d%%] [Emergency: %d%%] (baseTempo: %d%% ) (newTempo: %d%%) (buffer: %d%%)\n",
//(relation < 0.0) ? "Normalize" : "",
(int)(tempoChange * 100.0 * 0.03),
(int)(emergencyAdj * 100.0),
(int)(cTempo * 100.0),
(int)(newTempo * 100.0),
(int)(statusPct * 100.0)
);*/
}
else
{
// Nominal operation -- turn off stretching.
// note: eTempo 'slides' toward 1.0 for smoother audio and better
// protection against spikes.
if (s_cTempo != 1.0f)
{
s_cTempo = 1.0f;
s_eTempo = (1.0f + s_eTempo) * 0.5f;
pSoundTouch->setTempo(s_eTempo);
}
else
{
if (s_eTempo != s_cTempo)
pSoundTouch->setTempo(s_eTempo = s_cTempo);
}
}
#endif // SPU2X_USE_OLD_STRETCHER
}
extern uint TickInterval;
void SndBuffer::UpdateTempoChangeAsyncMixing()
{
const float statusPct = GetStatusPct();
s_last_pct = statusPct;
if (statusPct < -0.1f)
{
TickInterval -= 4;
if (statusPct < -0.3f)
TickInterval = 64;
if (TickInterval < 64)
TickInterval = 64;
//printf("-- %d, %f\n",TickInterval,statusPct);
}
else if (statusPct > 0.2f)
{
TickInterval += 1;
if (TickInterval >= 7000)
TickInterval = 7000;
//printf("++ %d, %f\n",TickInterval,statusPct);
}
else
TickInterval = 768;
}
void SndBuffer::timeStretchUnderrun()
{
gRequestStretcherReset++;
// timeStretcher failed it's job. We need to slow down the audio some.
s_cTempo -= (s_cTempo * 0.12f);
s_eTempo -= (s_eTempo * 0.30f);
if (s_eTempo < 0.1f)
s_eTempo = 0.1f;
// pSoundTouch->setTempo( eTempo );
//pSoundTouch->setTempoChange(-30); // temporary (until stretcher is called) slow down
}
#ifdef SPU2X_HANDLE_STRETCH_OVERRUNS
s32 SndBuffer::timeStretchOverrun()
{
// If we overran it means the timestretcher failed. We need to speed
// up audio playback.
s_cTempo += s_cTempo * 0.12f;
s_eTempo += s_eTempo * 0.40f;
if (s_eTempo > 7.5f)
s_eTempo = 7.5f;
//pSoundTouch->setTempo( eTempo );
//pSoundTouch->setTempoChange(30);// temporary (until stretcher is called) speed up
// Throw out just a little bit (two packets worth) to help
// give the TS some room to work:
gRequestStretcherReset++;
return SndOutPacketSize * 2;
}
#endif
static constexpr float S16_TO_FLOAT = 1.0f / 32767.0f;
static constexpr float FLOAT_TO_S16 = 32767.0f;
static void ConvertPacketToFloat(const StereoOut16* src, float* dst)
{
static_assert((SndOutPacketSize % 4) == 0);
constexpr u32 iterations = SndOutPacketSize / 4;
const __m128 S16_TO_FLOAT_V = _mm_set1_ps(S16_TO_FLOAT);
for (u32 i = 0; i < iterations; i++)
{
const __m128i sv = _mm_load_si128(reinterpret_cast<const __m128i*>(src));
src += 4;
__m128i iv1 = _mm_unpacklo_epi16(sv, sv); // [0, 0, 1, 1, 2, 2, 3, 3]
__m128i iv2 = _mm_unpackhi_epi16(sv, sv); // [4, 4, 5, 5, 6, 6, 7, 7]
iv1 = _mm_srai_epi32(iv1, 16); // [0, 1, 2, 3]
iv2 = _mm_srai_epi32(iv2, 16); // [4, 5, 6, 7]
__m128 fv1 = _mm_cvtepi32_ps(iv1); // [f0, f1, f2, f3]
__m128 fv2 = _mm_cvtepi32_ps(iv2); // [f4, f5, f6, f7]
fv1 = _mm_mul_ps(fv1, S16_TO_FLOAT_V);
fv2 = _mm_mul_ps(fv2, S16_TO_FLOAT_V);
_mm_store_ps(dst + 0, fv1);
_mm_store_ps(dst + 4, fv2);
dst += 8;
}
}
static void ConvertPacketToInt(StereoOut16* dst, const float* src, uint size)
{
static_assert((SndOutPacketSize % 4) == 0);
constexpr u32 iterations = SndOutPacketSize / 4;
const __m128 FLOAT_TO_S16_V = _mm_set1_ps(FLOAT_TO_S16);
for (u32 i = 0; i < iterations; i++)
{
__m128 fv1 = _mm_load_ps(src + 0);
__m128 fv2 = _mm_load_ps(src + 4);
src += 8;
fv1 = _mm_mul_ps(fv1, FLOAT_TO_S16_V);
fv2 = _mm_mul_ps(fv2, FLOAT_TO_S16_V);
const __m128i iv1 = _mm_cvtps_epi32(fv1);
const __m128i iv2 = _mm_cvtps_epi32(fv2);
__m128i iv = _mm_packs_epi32(iv1, iv2);
_mm_store_si128(reinterpret_cast<__m128i*>(dst), iv);
dst += 4;
}
}
void SndBuffer::timeStretchWrite()
{
// data prediction helps keep the tempo adjustments more accurate.
// The timestretcher returns packets in belated "clump" form.
// Meaning that most of the time we'll get nothing back, and then
// suddenly we'll get several chunks back at once. Thus we use
// data prediction to make the timestretcher more responsive.
PredictDataWrite((int)(SndOutPacketSize / s_eTempo));
ConvertPacketToFloat(s_staging_buffer.get(), s_float_buffer.get());
pSoundTouch->putSamples(s_float_buffer.get(), SndOutPacketSize);
int tempProgress;
while (tempProgress = pSoundTouch->receiveSamples(s_float_buffer.get(), SndOutPacketSize),
tempProgress != 0)
{
// Hint: It's assumed that pSoundTouch will return chunks of 128 bytes (it always does as
// long as the SSE optimizations are enabled), which means we can do our own SSE opts here.
ConvertPacketToInt(s_staging_buffer.get(), s_float_buffer.get(), tempProgress);
_WriteSamples(s_staging_buffer.get(), tempProgress);
}
UpdateTempoChangeSoundTouch();
}
void SndBuffer::soundtouchInit()
{
pSoundTouch = std::make_unique<soundtouch::SoundTouch>();
pSoundTouch->setSampleRate(SampleRate);
pSoundTouch->setChannels(2);
pSoundTouch->setSetting(SETTING_USE_QUICKSEEK, 0);
pSoundTouch->setSetting(SETTING_USE_AA_FILTER, 0);
pSoundTouch->setSetting(SETTING_SEQUENCE_MS, EmuConfig.SPU2.SequenceLenMS);
pSoundTouch->setSetting(SETTING_SEEKWINDOW_MS, EmuConfig.SPU2.SeekWindowMS);
pSoundTouch->setSetting(SETTING_OVERLAP_MS, EmuConfig.SPU2.OverlapMS);
pSoundTouch->setTempo(1);
// some timestretch management vars:
s_cTempo = 1.0;
s_eTempo = 1.0;
s_last_pct = 0;
s_last_emergency_adj = 0;
s_predict_data = 0;
}
// reset timestretch management vars, and delay updates a bit:
void SndBuffer::soundtouchClearContents()
{
if (pSoundTouch == nullptr)
return;
pSoundTouch->clear();
pSoundTouch->setTempo(1);
s_cTempo = 1.0;
s_eTempo = 1.0;
s_last_pct = 0;
s_last_emergency_adj = 0;
s_predict_data = 0;
}
void SndBuffer::soundtouchCleanup()
{
pSoundTouch.reset();
}