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-rw-r--r--src/audio_core/time_stretch.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/audio_core/time_stretch.cpp b/src/audio_core/time_stretch.cpp
index 17e128323..d2e3391c1 100644
--- a/src/audio_core/time_stretch.cpp
+++ b/src/audio_core/time_stretch.cpp
@@ -28,8 +28,8 @@ size_t TimeStretcher::Process(const s16* in, size_t num_in, s16* out, size_t num
// 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 = 0.3; // seconds
- const double max_backlog = m_sample_rate * max_latency / 1000.0 / m_stretch_ratio;
+ const double max_latency = 1.0; // seconds
+ const double max_backlog = m_sample_rate * max_latency;
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
@@ -49,13 +49,13 @@ size_t TimeStretcher::Process(const s16* in, size_t num_in, s16* out, size_t num
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
+ // 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, 0.1);
+ m_stretch_ratio = std::max(m_stretch_ratio, 0.05);
m_sound_touch.setTempo(m_stretch_ratio);
- LOG_DEBUG(Audio, "Audio Stretching: samples:{}/{} ratio:{} backlog:{} gain: {}", num_in, num_out,
- m_stretch_ratio, backlog_fullness, lpf_gain);
+ LOG_DEBUG(Audio, "{:5}/{:5} ratio:{:0.6f} backlog:{:0.6f}", num_in, num_out, m_stretch_ratio,
+ backlog_fullness);
m_sound_touch.putSamples(in, num_in);
return m_sound_touch.receiveSamples(out, num_out);