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- // Copyright 2018 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include <cmath>
- #include <cstddef>
- #include "audio_core/time_stretch.h"
- #include "common/logging/log.h"
- namespace AudioCore {
- TimeStretcher::TimeStretcher(u32 sample_rate, u32 channel_count) : m_sample_rate{sample_rate} {
- m_sound_touch.setChannels(channel_count);
- m_sound_touch.setSampleRate(sample_rate);
- m_sound_touch.setPitch(1.0);
- m_sound_touch.setTempo(1.0);
- }
- void TimeStretcher::Clear() {
- m_sound_touch.clear();
- }
- void TimeStretcher::Flush() {
- m_sound_touch.flush();
- }
- std::size_t TimeStretcher::Process(const s16* in, std::size_t num_in, s16* out,
- std::size_t num_out) {
- const double time_delta = static_cast<double>(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<double>(num_in) / static_cast<double>(num_out);
- const double max_latency = 0.25; // seconds
- const double max_backlog = m_sample_rate * max_latency;
- const double backlog_fullness = m_sound_touch.numSamples() / max_backlog;
- if (backlog_fullness > 4.0) {
- // 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 = 0.05; // seconds
- const double tweak_correction = (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
- current_ratio *= std::pow(1.0 + 2.0 * tweak_correction, tweak_correction < 0 ? 3.0 : 1.0);
- // 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 = 0.712; // 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 5% 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, 0.05);
- m_sound_touch.setTempo(m_stretch_ratio);
- LOG_TRACE(Audio, "{:5}/{:5} ratio:{:0.6f} backlog:{:0.6f}", num_in, num_out, m_stretch_ratio,
- backlog_fullness);
- m_sound_touch.putSamples(in, static_cast<u32>(num_in));
- return m_sound_touch.receiveSamples(out, static_cast<u32>(num_out));
- }
- } // namespace AudioCore
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