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-rw-r--r--src/audio_core/time_stretch.cpp64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/audio_core/time_stretch.cpp b/src/audio_core/time_stretch.cpp
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+++ b/src/audio_core/time_stretch.cpp
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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_channel_count(channel_count) {
+ 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();
+}
+
+size_t TimeStretcher::Process(const s16* in, size_t num_in, s16* out, 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 = 0.3; // seconds
+ const double max_backlog = m_sample_rate * max_latency / 1000.0 / m_stretch_ratio;
+ 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
+ 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 = 2.0; // 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 10% 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_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);
+
+ m_sound_touch.putSamples(in, num_in);
+ return m_sound_touch.receiveSamples(out, num_out);
+}
+
+} // namespace AudioCore