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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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#include "audio_core/time_stretch.h"
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#include "common/logging/log.h"
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namespace AudioCore { |
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TimeStretcher::TimeStretcher(u32 sample_rate, u32 channel_count) |
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: m_sample_rate(sample_rate), m_channel_count(channel_count) { |
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m_sound_touch.setChannels(channel_count); |
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m_sound_touch.setSampleRate(sample_rate); |
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m_sound_touch.setPitch(1.0); |
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m_sound_touch.setTempo(1.0); |
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} |
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void TimeStretcher::Clear() { |
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m_sound_touch.clear(); |
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} |
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size_t TimeStretcher::Process(const s16* in, size_t num_in, s16* out, size_t num_out) { |
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const double time_delta = static_cast<double>(num_out) / m_sample_rate; // seconds
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// We were given actual_samples number of samples, and num_samples were requested from us.
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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 = 0.3; // seconds
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const double max_backlog = m_sample_rate * 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 > 5.0) { |
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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 = 0.05; // seconds
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const double tweak_correction = (backlog_fullness - 0.5) * (time_delta / tweak_time_scale); |
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current_ratio *= std::pow(1.0 + 2.0 * tweak_correction, tweak_correction < 0 ? 3.0 : 1.0); |
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// This low-pass filter smoothes out variance in the calculated stretch ratio.
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// The time-scale determines how responsive this filter is.
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constexpr double lpf_time_scale = 2.0; // seconds
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const double lpf_gain = 1.0 - std::exp(-time_delta / lpf_time_scale); |
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m_stretch_ratio += lpf_gain * (current_ratio - m_stretch_ratio); |
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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_stretch_ratio = std::max(m_stretch_ratio, 0.1); |
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m_sound_touch.setTempo(m_stretch_ratio); |
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LOG_DEBUG(Audio, "Audio Stretching: samples:{}/{} ratio:{} backlog:{} gain: {}", num_in, num_out, |
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m_stretch_ratio, backlog_fullness, lpf_gain); |
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m_sound_touch.putSamples(in, num_in); |
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return m_sound_touch.receiveSamples(out, num_out); |
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} |
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} // namespace AudioCore
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@ -0,0 +1,35 @@ |
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// Copyright 2018 yuzu Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#pragma once |
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#include <array> |
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#include <cstddef> |
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#include <SoundTouch.h> |
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#include "common/common_types.h" |
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namespace AudioCore { |
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class TimeStretcher { |
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public: |
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TimeStretcher(u32 sample_rate, u32 channel_count); |
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/// @param in Input sample buffer |
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/// @param num_in Number of input frames in `in` |
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/// @param out Output sample buffer |
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/// @param num_out Desired number of output frames in `out` |
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/// @returns Actual number of frames written to `out` |
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size_t Process(const s16* in, size_t num_in, s16* out, size_t num_out); |
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void Clear(); |
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private: |
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u32 m_sample_rate; |
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u32 m_channel_count; |
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std::array<s16, 2> m_last_stretched_sample = {}; |
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soundtouch::SoundTouch m_sound_touch; |
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double m_stretch_ratio = 1.0; |
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}; |
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} // namespace AudioCore |
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