// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #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(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(num_in) / static_cast(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(num_in)); return m_sound_touch.receiveSamples(out, static_cast(num_out)); } } // namespace AudioCore