Merge pull request #20432 from hrydgard/dolphin-audio-mixer

Integrate Dolphin's granule based audio resampler
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2025-08-22 22:55:13 +02:00
commit 69ecbaf766
21 files changed
+557 -13

No files matched your search

+2
View File
@@ -2358,6 +2358,8 @@ add_library(${CoreLibName} ${CoreLinkType}
Core/HW/Camera.h
Core/HW/Display.cpp
Core/HW/Display.h
Core/HW/GranularMixer.cpp
Core/HW/GranularMixer.h
Core/HW/MediaEngine.cpp
Core/HW/MediaEngine.h
Core/HW/MpegDemux.cpp
+3
View File
@@ -784,6 +784,9 @@ static const ConfigSetting soundSettings[] = {
ConfigSetting("ExtraAudioBuffering", &g_Config.bExtraAudioBuffering, false, CfgFlag::DEFAULT),
ConfigSetting("AudioBufferSize", &g_Config.iSDLAudioBufferSize, 256, CfgFlag::DEFAULT),
ConfigSetting("FillAudioGaps", &g_Config.bFillAudioGaps, true, CfgFlag::DEFAULT),
ConfigSetting("AudioSyncMode", &g_Config.iAudioSyncMode, (int)AudioSyncMode::CLASSIC_PITCH, CfgFlag::DEFAULT),
// Legacy volume settings, these get auto upgraded through default handlers on the new settings. NOTE: Must be before the new ones in the order here.
// The default settings here are still relevant, they will get propagated into the new ones.
ConfigSetting("GlobalVolume", &g_Config.iLegacyGameVolume, VOLUME_FULL, CfgFlag::PER_GAME | CfgFlag::DONT_SAVE),
+3
View File
@@ -289,6 +289,9 @@ public:
// Sound
bool bEnableSound;
int iSDLAudioBufferSize;
int iAudioBufferSize;
bool bFillAudioGaps;
int iAudioSyncMode;
// Legacy volume settings, 0-10. These get auto-upgraded and should not be used.
int iLegacyGameVolume;
+5
View File
@@ -117,6 +117,11 @@ enum class DepthRasterMode {
FORCE_ON = 3,
};
enum class AudioSyncMode {
GRANULAR = 0,
CLASSIC_PITCH = 1,
};
enum class RestoreSettingsBits : int {
SETTINGS = 1,
CONTROLS = 2,
+2
View File
@@ -491,6 +491,7 @@
<ClCompile Include="HW\BufferQueue.cpp" />
<ClCompile Include="HW\Camera.cpp" />
<ClCompile Include="HW\Display.cpp" />
<ClCompile Include="HW\GranularMixer.cpp" />
<ClCompile Include="Instance.cpp" />
<ClCompile Include="KeyMap.cpp" />
<ClCompile Include="KeyMapDefaults.cpp" />
@@ -1050,6 +1051,7 @@
<ClInclude Include="HW\Atrac3Standalone.h" />
<ClInclude Include="HW\Camera.h" />
<ClInclude Include="HW\Display.h" />
<ClInclude Include="HW\GranularMixer.h" />
<ClInclude Include="Instance.h" />
<ClInclude Include="KeyMap.h" />
<ClInclude Include="KeyMapDefaults.h" />
+7 -1
View File
@@ -1390,6 +1390,9 @@
<ClCompile Include="..\ext\loongarch-disasm.cpp">
<Filter>Ext</Filter>
</ClCompile>
<ClCompile Include="HW\GranularMixer.cpp">
<Filter>HW</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="ELF\ElfReader.h">
@@ -2244,6 +2247,9 @@
<ClInclude Include="Debugger\Watch.h">
<Filter>Debugger</Filter>
</ClInclude>
<ClInclude Include="HW\GranularMixer.h">
<Filter>HW</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\LICENSE.TXT" />
@@ -2272,4 +2278,4 @@
<Filter>Ext</Filter>
</Text>
</ItemGroup>
</Project>
</Project>
+307
View File
@@ -0,0 +1,307 @@
// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Core/HW/GranularMixer.h"
#include <chrono>
#include <algorithm>
#include <cmath>
#include <cstring>
#include "Common/CommonTypes.h"
#include "Common/Log.h"
#include "Common/Math/math_util.h"
#include "Common/Swap.h"
#include "Core/HW/Display.h"
#include "Core/Core.h"
#include "Core/System.h"
#include "Core/Util/AudioFormat.h" // for clamp_u16
// Something like a gaussian.
static const float g_GranuleWindow[256] = {
0.0000016272f, 0.0000050749f, 0.0000113187f, 0.0000216492f, 0.0000377350f, 0.0000616906f,
0.0000961509f, 0.0001443499f, 0.0002102045f, 0.0002984010f, 0.0004144844f, 0.0005649486f,
0.0007573262f, 0.0010002765f, 0.0013036694f, 0.0016786636f, 0.0021377783f, 0.0026949534f,
0.0033656000f, 0.0041666352f, 0.0051165029f, 0.0062351752f, 0.0075441359f, 0.0090663409f,
0.0108261579f, 0.0128492811f, 0.0151626215f, 0.0177941726f, 0.0207728499f, 0.0241283062f,
0.0278907219f, 0.0320905724f, 0.0367583739f, 0.0419244083f, 0.0476184323f, 0.0538693708f,
0.0607049996f, 0.0681516192f, 0.0762337261f, 0.0849736833f, 0.0943913952f, 0.1045039915f,
0.1153255250f, 0.1268666867f, 0.1391345431f, 0.1521323012f, 0.1658591025f, 0.1803098534f,
0.1954750915f, 0.2113408944f, 0.2278888303f, 0.2450959552f, 0.2629348550f, 0.2813737361f,
0.3003765625f, 0.3199032396f, 0.3399098438f, 0.3603488941f, 0.3811696664f, 0.4023185434f,
0.4237393998f, 0.4453740162f, 0.4671625177f, 0.4890438330f, 0.5109561670f, 0.5328374823f,
0.5546259838f, 0.5762606002f, 0.5976814566f, 0.6188303336f, 0.6396511059f, 0.6600901562f,
0.6800967604f, 0.6996234375f, 0.7186262639f, 0.7370651450f, 0.7549040448f, 0.7721111697f,
0.7886591056f, 0.8045249085f, 0.8196901466f, 0.8341408975f, 0.8478676988f, 0.8608654569f,
0.8731333133f, 0.8846744750f, 0.8954960085f, 0.9056086048f, 0.9150263167f, 0.9237662739f,
0.9318483808f, 0.9392950004f, 0.9461306292f, 0.9523815677f, 0.9580755917f, 0.9632416261f,
0.9679094276f, 0.9721092781f, 0.9758716938f, 0.9792271501f, 0.9822058274f, 0.9848373785f,
0.9871507189f, 0.9891738421f, 0.9909336591f, 0.9924558641f, 0.9937648248f, 0.9948834971f,
0.9958333648f, 0.9966344000f, 0.9973050466f, 0.9978622217f, 0.9983213364f, 0.9986963306f,
0.9989997235f, 0.9992426738f, 0.9994350514f, 0.9995855156f, 0.9997015990f, 0.9997897955f,
0.9998556501f, 0.9999038491f, 0.9999383094f, 0.9999622650f, 0.9999783508f, 0.9999886813f,
0.9999949251f, 0.9999983728f, 0.9999983728f, 0.9999949251f, 0.9999886813f, 0.9999783508f,
0.9999622650f, 0.9999383094f, 0.9999038491f, 0.9998556501f, 0.9997897955f, 0.9997015990f,
0.9995855156f, 0.9994350514f, 0.9992426738f, 0.9989997235f, 0.9986963306f, 0.9983213364f,
0.9978622217f, 0.9973050466f, 0.9966344000f, 0.9958333648f, 0.9948834971f, 0.9937648248f,
0.9924558641f, 0.9909336591f, 0.9891738421f, 0.9871507189f, 0.9848373785f, 0.9822058274f,
0.9792271501f, 0.9758716938f, 0.9721092781f, 0.9679094276f, 0.9632416261f, 0.9580755917f,
0.9523815677f, 0.9461306292f, 0.9392950004f, 0.9318483808f, 0.9237662739f, 0.9150263167f,
0.9056086048f, 0.8954960085f, 0.8846744750f, 0.8731333133f, 0.8608654569f, 0.8478676988f,
0.8341408975f, 0.8196901466f, 0.8045249085f, 0.7886591056f, 0.7721111697f, 0.7549040448f,
0.7370651450f, 0.7186262639f, 0.6996234375f, 0.6800967604f, 0.6600901562f, 0.6396511059f,
0.6188303336f, 0.5976814566f, 0.5762606002f, 0.5546259838f, 0.5328374823f, 0.5109561670f,
0.4890438330f, 0.4671625177f, 0.4453740162f, 0.4237393998f, 0.4023185434f, 0.3811696664f,
0.3603488941f, 0.3399098438f, 0.3199032396f, 0.3003765625f, 0.2813737361f, 0.2629348550f,
0.2450959552f, 0.2278888303f, 0.2113408944f, 0.1954750915f, 0.1803098534f, 0.1658591025f,
0.1521323012f, 0.1391345431f, 0.1268666867f, 0.1153255250f, 0.1045039915f, 0.0943913952f,
0.0849736833f, 0.0762337261f, 0.0681516192f, 0.0607049996f, 0.0538693708f, 0.0476184323f,
0.0419244083f, 0.0367583739f, 0.0320905724f, 0.0278907219f, 0.0241283062f, 0.0207728499f,
0.0177941726f, 0.0151626215f, 0.0128492811f, 0.0108261579f, 0.0090663409f, 0.0075441359f,
0.0062351752f, 0.0051165029f, 0.0041666352f, 0.0033656000f, 0.0026949534f, 0.0021377783f,
0.0016786636f, 0.0013036694f, 0.0010002765f, 0.0007573262f, 0.0005649486f, 0.0004144844f,
0.0002984010f, 0.0002102045f, 0.0001443499f, 0.0000961509f, 0.0000616906f, 0.0000377350f,
0.0000216492f, 0.0000113187f, 0.0000050749f, 0.0000016272f
};
inline s16 clampfloat_s16(float f) {
if (f <= -32767.0f) return -32767;
if (f >= 32767.0f) return 32767;
return (s16)f;
}
GranularMixer::GranularMixer() {
INFO_LOG(Log::Audio, "Mixer is initialized");
}
// Executed from sound stream thread
void GranularMixer::Mix(s16 *samples, u32 num_samples, int outSampleRate, float fpsEstimate) {
_dbg_assert_(samples);
if (!samples)
return;
memset(samples, 0, num_samples * 2 * sizeof(s16));
frameTimeEstimate_ = 1.0f / fpsEstimate;
smoothedReadSize_ = smoothedReadSize_ == 0 ? num_samples : (smoothedReadSize_ * 0.95f + num_samples * 0.05f);
constexpr u32 INDEX_HALF = 0x80000000;
constexpr double FADE_IN_RC = 0.008;
constexpr double FADE_OUT_RC = 0.064;
// We need at least a double because the index jump has 24 bits of fractional precision.
const double out_sample_rate = outSampleRate;
double inSampleRate = 44100;
const double emulation_speed = 1.0f; // TODO: Change when we're in slow-motion mode etc.
if (0 < emulation_speed && emulation_speed != 1.0)
inSampleRate *= emulation_speed;
const double base = static_cast<double>(1 << GRANULE_FRAC_BITS);
const u32 index_jump = std::lround(base * inSampleRate / out_sample_rate);
// These fade in / out multiplier are tuned to match a constant
// fade speed regardless of the input or the output sample rate.
const float fade_in_mul = -std::expm1(-1.0 / (out_sample_rate * FADE_IN_RC));
const float fade_out_mul = -std::expm1(-1.0 / (out_sample_rate * FADE_OUT_RC));
// Calculate the ideal length of the granule queue.
// NOTE: We must have enough room here for 20fps games, generating all their audio
// in a burst each frame (since we can't force real clock sync). That means 16*3 = 48 or rather 50ms.
// However, in case of faster framerates, we should apply some pressure to reduce this. And if real clock sync
// is on, we should also be able to get away with a shorter buffer here.
// const u32 buffer_size_ms = frameTimeEstimate_ * 44100.0f;
const u32 buffer_size_samples = smoothedReadSize_ * 4 + std::llround(frameTimeEstimate_ * inSampleRate);
queuedSamplesTarget_ = buffer_size_samples;
// Limit the possible queue sizes to any number between 4 and 64.
const u32 buffer_size_granules =
std::clamp((buffer_size_samples) / (GRANULE_SIZE >> 1), static_cast<u32>(4),
static_cast<u32>(MAX_GRANULE_QUEUE_SIZE));
if (buffer_size_granules != m_granule_queue_size.load(std::memory_order_relaxed)) {
INFO_LOG(Log::Audio, "Granule buffer size changed to %d", buffer_size_granules);
}
m_granule_queue_size.store(buffer_size_granules, std::memory_order_relaxed);
int actualQueueSize = m_queue_head - m_queue_tail;
if (smoothedQueueSize_ == 0) {
smoothedQueueSize_ = actualQueueSize;
} else {
constexpr float factor = 0.95f;
smoothedQueueSize_ = factor * smoothedQueueSize_ + (1.0f - factor) * (float)actualQueueSize;
}
if (actualQueueSize < queuedGranulesMin_) {
queuedGranulesMin_ = actualQueueSize;
}
if (actualQueueSize > queuedGranulesMax_) {
queuedGranulesMax_ = actualQueueSize;
}
// TODO: The performance of this could be greatly enhanced with SIMD but it won't be easy
// due to wrapping of various buffers.
bool queue_looping = m_queue_looping.load(std::memory_order_relaxed);
while (num_samples-- > 0) {
// The indexes for the front and back buffers are offset by 50% of the granule size.
// We use the modular nature of 32-bit integers to wrap around the granule size.
m_current_index += index_jump;
const u32 front_index = m_current_index;
const u32 back_index = m_current_index + INDEX_HALF;
// If either index is less than the index jump, that means we reached
// the end of the of the buffer and need to load the next granule.
if (front_index < index_jump)
Dequeue(&m_front);
else if (back_index < index_jump)
Dequeue(&m_back);
// The Granules are pre-windowed, so we can just add them together. A bit of accidental wrapping doesn't matter
// either since the tails are so weak.
const u32 ft = front_index >> GRANULE_FRAC_BITS;
const u32 bt = back_index >> GRANULE_FRAC_BITS;
const StereoPair s0 = m_front[(ft - 2) & GRANULE_MASK] + m_back[(bt - 2) & GRANULE_MASK];
const StereoPair s1 = m_front[(ft - 1) & GRANULE_MASK] + m_back[(bt - 1) & GRANULE_MASK];
const StereoPair s2 = m_front[(ft + 0) & GRANULE_MASK] + m_back[(bt + 0) & GRANULE_MASK];
const StereoPair s3 = m_front[(ft + 1) & GRANULE_MASK] + m_back[(bt + 1) & GRANULE_MASK];
const StereoPair s4 = m_front[(ft + 2) & GRANULE_MASK] + m_back[(bt + 2) & GRANULE_MASK];
const StereoPair s5 = m_front[(ft + 3) & GRANULE_MASK] + m_back[(bt + 3) & GRANULE_MASK];
// Probably an overkill interpolator, but let's go with it for now.
// Polynomial Interpolators for High-Quality Resampling of
// Over Sampled Audio by Olli Niemitalo, October 2001.
// Page 43 -- 6-point, 3rd-order Hermite:
// https://yehar.com/blog/wp-content/uploads/2009/08/deip.pdf
const u32 t_frac = m_current_index & ((1 << GRANULE_FRAC_BITS) - 1);
const float t1 = t_frac / static_cast<float>(1 << GRANULE_FRAC_BITS);
const float t2 = t1 * t1;
const float t3 = t2 * t1;
StereoPair sample = (
s0 * ((+0.0f + 1.0f * t1 - 2.0f * t2 + 1.0f * t3) * (1.0f / 12.0f)) +
s1 * ((+0.0f - 8.0f * t1 + 15.0f * t2 - 7.0f * t3) * (1.0f / 12.0f)) +
s2 * ((+3.0f + 0.0f * t1 - 7.0f * t2 + 4.0f * t3) * (1.0f / 3.0f)) +
s3 * ((+0.0f + 2.0f * t1 + 5.0f * t2 - 4.0f * t3) * (1.0f / 3.0f)) +
s4 * ((+0.0f - 1.0f * t1 - 6.0f * t2 + 7.0f * t3) * (1.0f / 12.0f)) +
s5 * ((+0.0f + 0.0f * t1 + 1.0f * t2 - 1.0f * t3) * (1.0f / 12.0f))
);
// Update the looping flag occasionally.
if (!(num_samples & 31)) {
queue_looping = m_queue_looping.load(std::memory_order_relaxed);
}
// Apply Fade In / Fade Out depending on if we are looping
if (queue_looping)
m_fade_volume += fade_out_mul * (0.0f - m_fade_volume);
else
m_fade_volume += fade_in_mul * (1.0f - m_fade_volume);
samples[0] = (int16_t)clamp_value(sample.l * m_fade_volume, -32767.0f, 32767.0f);
samples[1] = (int16_t)clamp_value(sample.r * m_fade_volume, -32767.0f, 32767.0f);
samples += 2;
}
}
void GranularMixer::PushSamples(const s32 *samples, u32 num_samples, float volume) {
// TODO: This can be massively sped up. Although hardly likely to be a bottleneck.
while (num_samples-- > 0) {
const s16 l = clampfloat_s16(samples[0] * volume);
const s16 r = clampfloat_s16(samples[1] * volume);
samples += 2;
m_next_buffer[m_next_buffer_index] = StereoPair(l, r);
m_next_buffer_index = (m_next_buffer_index + 1) & GRANULE_MASK;
// The granules overlap by 50%, so we need to enqueue the
// next buffer every time we fill half of the samples.
if (m_next_buffer_index == 0 || m_next_buffer_index == m_next_buffer.size() / 2) {
Enqueue();
}
}
}
void GranularMixer::Enqueue() {
const u32 head = m_queue_head.load(std::memory_order_acquire);
// Check if we run out of space in the circular queue. (rare)
u32 next_head = head + 1;
if ((next_head & GRANULE_QUEUE_MASK) == (m_queue_tail.load(std::memory_order_acquire) & GRANULE_QUEUE_MASK)) {
WARN_LOG(Log::Audio,
"Granule Queue has completely filled and audio samples are being dropped. "
"This should not happen unless the audio backend has stopped requesting audio.");
return;
}
// The compiler (at least MSVC) fails at optimizing this loop using SIMD instructions.
const u32 start_index = m_next_buffer_index;
const u32 maskedHead = head & GRANULE_QUEUE_MASK;
for (u32 i = 0; i < GRANULE_SIZE; ++i) {
m_queue[maskedHead][i] = m_next_buffer[(i + start_index) & GRANULE_MASK] * g_GranuleWindow[i];
}
m_queue_head.store(next_head, std::memory_order_release);
m_queue_looping.store(false, std::memory_order_relaxed);
}
void GranularMixer::Dequeue(Granule *granule) {
const u32 granule_queue_size = m_granule_queue_size.load(std::memory_order_relaxed);
const u32 head = m_queue_head.load(std::memory_order_acquire);
u32 tail = m_queue_tail.load(std::memory_order_acquire);
// Checks to see if the queue has gotten too long.
if ((head - tail) > granule_queue_size) {
// Jump the playhead to half the queue size behind the head.
const u32 gap = (granule_queue_size >> 1) + 1;
tail = (head - gap);
overruns_++;
}
// Checks to see if the queue is empty.
u32 next_tail = tail + 1;
bool looping = m_queue_looping.load();
/*if (!looping && !smoothedQueueSize_ < granule_queue_size / 2) {
// Repeat a single block occasionally to make sure we have a reasonably sized queue.
next_tail = tail;
} else*/ if (next_tail == head) {
// Only fill gaps when running to prevent stutter on pause.
CoreState state = coreState;
const bool is_running = state == CORE_RUNNING_CPU || state == CORE_RUNNING_GE;
if (g_Config.bFillAudioGaps && is_running) {
// Jump the playhead to half the queue size behind the head.
// This will repeat a few past granules I guess? They still contain sensible data.
// This provides smoother audio playback than suddenly stopping.
const u32 gap = std::max<u32>(2, granule_queue_size >> 1) - 1;
next_tail = head - gap;
underruns_++;
m_queue_looping.store(true, std::memory_order_relaxed);
} else {
// Send a zero granule.
std::fill(granule->begin(), granule->end(), StereoPair{ 0.0f, 0.0f });
m_queue_looping.store(false, std::memory_order_relaxed);
return;
}
}
*granule = m_queue[tail & GRANULE_QUEUE_MASK];
m_queue_tail.store(next_tail, std::memory_order_release);
}
void GranularMixer::GetStats(GranularStats *stats) {
stats->queuedGranulesMin = queuedGranulesMin_;
stats->queuedGranulesMax = queuedGranulesMax_;
stats->smoothedQueuedGranules = smoothedQueueSize_;
stats->targetQueueSize = m_granule_queue_size.load(std::memory_order_relaxed);
stats->maxQueuedGranules = MAX_GRANULE_QUEUE_SIZE;
stats->fadeVolume = m_fade_volume;
stats->looping = m_queue_looping;
stats->overruns = overruns_;
stats->underruns = underruns_;
stats->smoothedReadSize = smoothedReadSize_;
stats->frameTimeEstimate = frameTimeEstimate_;
stats->queuedSamplesTarget = queuedSamplesTarget_;
queuedGranulesMin_ = 10000;
queuedGranulesMax_ = 0;
}
+116
View File
@@ -0,0 +1,116 @@
// Copyright 2009 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <algorithm>
#include <array>
#include <atomic>
#include <cmath>
#include "Common/CommonTypes.h"
#include "Core/Config.h"
class PointerWrap;
// Replacement for std::countr_one from a later version of C++
constexpr u32 countr_one_replacement(u32 x) {
u32 count = 0;
while (x & 1) {
++count;
x >>= 1;
}
return count;
}
struct GranularStats {
int queuedGranulesMin;
int queuedGranulesMax;
int queuedSamplesTarget;
float smoothedQueuedGranules;
int targetQueueSize;
int maxQueuedGranules;
float fadeVolume;
bool looping;
int overruns;
int underruns;
float smoothedReadSize;
float frameTimeEstimate;
};
class GranularMixer final {
public:
explicit GranularMixer();
// Called from audio threads
void Mix(s16 *samples, u32 numSamples, int outSampleRate, float vpsEstimate);
// Called from emulation thread
void PushSamples(const s32 *samples, u32 num_samples, float volume);
void GetStats(GranularStats *stats);
static constexpr u32 GRANULE_SIZE = 256;
private:
static constexpr std::size_t MAX_GRANULE_QUEUE_SIZE = 128;
static constexpr std::size_t GRANULE_QUEUE_MASK = MAX_GRANULE_QUEUE_SIZE - 1;
struct StereoPair final {
float l = 0.f;
float r = 0.f;
constexpr StereoPair() = default;
constexpr StereoPair(const StereoPair&) = default;
constexpr StereoPair& operator=(const StereoPair&) = default;
constexpr StereoPair(StereoPair&&) = default;
constexpr StereoPair& operator=(StereoPair&&) = default;
constexpr StereoPair(float mono) : l(mono), r(mono) {}
constexpr StereoPair(float left, float right) : l(left), r(right) {}
constexpr StereoPair(s16 left, s16 right) : l(left), r(right) {}
StereoPair operator+(const StereoPair& other) const {
return StereoPair(l + other.l, r + other.r);
}
StereoPair operator*(float f) const {
return StereoPair(l * f, r * f);
}
};
static constexpr u32 GRANULE_OVERLAP = GRANULE_SIZE / 2;
static constexpr u32 GRANULE_MASK = GRANULE_SIZE - 1;
static constexpr u32 GRANULE_BITS = countr_one_replacement(GRANULE_MASK);
static constexpr u32 GRANULE_FRAC_BITS = 32 - GRANULE_BITS;
using Granule = std::array<StereoPair, GRANULE_SIZE>;
Granule m_next_buffer{};
u32 m_next_buffer_index = 0;
u32 m_current_index = 0;
Granule m_front;
Granule m_back;
std::atomic<u32> m_granule_queue_size{ 20 };
float smoothedQueueSize_ = 0.0f;
Granule m_queue[MAX_GRANULE_QUEUE_SIZE];
// These are permitted to grow indefinitely and masked on use.
std::atomic<u32> m_queue_head{};
std::atomic<u32> m_queue_tail{};
std::atomic<bool> m_queue_looping{};
float m_fade_volume = 1.0;
int underruns_ = 0;
int overruns_ = 0;
int queuedGranulesMin_ = 10000;
int queuedGranulesMax_ = 0;
int queuedSamplesTarget_ = 0;
float smoothedReadSize_ = 0.0f;
float frameTimeEstimate_ = 0.0f;
void Enqueue();
void Dequeue(Granule* granule);
};
+1 -1
View File
@@ -46,7 +46,7 @@
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/HW/StereoResampler.h"
#include "Core/Util/AudioFormat.h" // for clamp_u8
#include "Core/Util/AudioFormat.h" // for clamp_u16
#include "Core/System.h"
StereoResampler::StereoResampler() noexcept
+2
View File
@@ -528,6 +528,8 @@ Draw::Pipeline *PresentationCommon::CreatePipeline(std::vector<Draw::ShaderModul
void PresentationCommon::CreateDeviceObjects() {
using namespace Draw;
// Still hitting this somehow!
_dbg_assert_(vdata_ == nullptr);
// TODO: Could probably just switch to DrawUP, it's supported well by all backends now.
+42 -4
View File
@@ -1,22 +1,56 @@
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Common/System/System.h"
#include "Core/Config.h"
#include "Core/HW/StereoResampler.h" // TODO: doesn't belong in Core/HW...
#include "Core/HW/GranularMixer.h"
#include "UI/AudioCommon.h"
#include "UI/BackgroundAudio.h"
#include "Core/HW/Display.h"
StereoResampler g_resampler;
GranularMixer g_granular;
// numFrames is number of stereo frames.
// This is called from *outside* the emulator thread.
void NativeMix(int16_t *outStereo, int numFrames, int sampleRateHz, void *userdata) {
g_resampler.Mix(outStereo, numFrames, false, sampleRateHz);
// Mix UI sound effects on top.
if (g_Config.iAudioSyncMode == (int)AudioSyncMode::GRANULAR) {
// We use the FPS estimate, because to maintain smooth audio even though our
// frame execution is very front (or back) heavy (as we can't count on "real time clock sync"
// to be enabled), we need at least one whole frame buffered, plus a bit of extra.
float fpsEstimate, vps, actualFps;
__DisplayGetFPS(&vps, &fpsEstimate, &actualFps);
// Mix sound effects on top.
g_granular.Mix(outStereo, numFrames, sampleRateHz, fpsEstimate);
} else {
g_resampler.Mix(outStereo, numFrames, false, sampleRateHz);
}
g_BackgroundAudio.SFX().Mix(outStereo, numFrames, sampleRateHz);
}
void System_AudioGetDebugStats(char *buf, size_t bufSize) {
if (buf) {
g_resampler.GetAudioDebugStats(buf, bufSize);
if (g_Config.iAudioSyncMode == (int)AudioSyncMode::GRANULAR) {
snprintf(buf, bufSize, "(No stats available for granular yet)");
} else {
g_resampler.GetAudioDebugStats(buf, bufSize);
}
} else {
g_resampler.ResetStatCounters();
}
@@ -28,7 +62,11 @@ void System_AudioClear() {
void System_AudioPushSamples(const int32_t *audio, int numSamples, float volume) {
if (audio) {
g_resampler.PushSamples(audio, numSamples, volume);
if (g_Config.iAudioSyncMode == (int)AudioSyncMode::GRANULAR) {
g_granular.PushSamples(audio, numSamples, volume);
} else {
g_resampler.PushSamples(audio, numSamples, volume);
}
} else {
g_resampler.Clear();
}
+6
View File
@@ -1,3 +1,9 @@
#pragma once
#include <cstdint>
#include "Core/HW/GranularMixer.h"
#include "Core/HW/StereoResampler.h"
extern StereoResampler g_resampler;
extern GranularMixer g_granular;
+6
View File
@@ -673,6 +673,12 @@ void GameSettingsScreen::CreateAudioSettings(UI::ViewGroup *audioSettings) {
});
mixWithOthers->SetEnabledPtr(&g_Config.bEnableSound);
#endif
audioSettings->Add(new ItemHeader(a->T("Audio")));
static const char *syncModes[] = { "Smooth", "Classic" };
audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioSyncMode, a->T("Audio sync mode"), syncModes, 0, ARRAY_SIZE(syncModes), I18NCat::AUDIO, screenManager()));
audioSettings->Add(new CheckBox(&g_Config.bFillAudioGaps, a->T("Fill audio gaps")));
audioSettings->Add(new ItemHeader(a->T("Game volume")));
+41
View File
@@ -64,6 +64,7 @@
#include "UI/ImDebugger/ImDebugger.h"
#include "UI/ImDebugger/ImGe.h"
#include "UI/AudioCommon.h"
extern bool g_TakeScreenshot;
static ImVec4 g_normalTextColor;
@@ -1339,6 +1340,39 @@ void DrawMediaDecodersView(ImConfig &cfg, ImControl &control) {
ImGui::End();
}
void DrawAudioOut(ImConfig &cfg, ImControl &control) {
if (!ImGui::Begin("Audio output", &cfg.audioOutOpen)) {
ImGui::End();
return;
}
if (g_Config.iAudioSyncMode == (int)AudioSyncMode::GRANULAR) {
// Show granular stats
GranularStats stats;
g_granular.GetStats(&stats);
ImGui::Text("Granules");
ImGui::Text("Read size: %0.2f", stats.smoothedReadSize);
ImGui::Text("Frame time estimate: %0.1f ms", stats.frameTimeEstimate * 1000.0f);
ImGui::Text("Queued samples target: %d", stats.queuedSamplesTarget);
ImGui::Text("Queued min/max: %d / %d", stats.queuedGranulesMin, stats.queuedGranulesMax);
ImGui::Text("Queued (smooth): %0.3f", stats.smoothedQueuedGranules);
ImGui::Text("Target: %d", stats.targetQueueSize);
ImGui::Text("Max: %d", stats.maxQueuedGranules);
ImGui::Text("Computed queue latency: %d ms", (int)(stats.smoothedQueuedGranules * (GranularMixer::GRANULE_SIZE * 1000.0 / 44100.0)));
ImGui::Text("Fade volume: %0.2f", stats.fadeVolume);
ImGui::Text("Looping: %s", BoolStr(stats.looping));
ImGui::Text("Under/Over: %d / %d", stats.underruns, stats.overruns);
} else {
ImGui::Text("StereoResampler classic");
char buf[1024];
g_resampler.GetAudioDebugStats(buf, sizeof(buf));
ImGui::Text("%s", buf);
}
ImGui::End();
}
void DrawAudioChannels(ImConfig &cfg, ImControl &control) {
if (!ImGui::Begin("Raw audio channels", &cfg.audioChannelsOpen)) {
ImGui::End();
@@ -2261,6 +2295,8 @@ void ImDebugger::Frame(MIPSDebugInterface *mipsDebug, GPUDebugInterface *gpuDebu
ImGui::MenuItem("SasAudio mixer", nullptr, &cfg_.sasAudioOpen);
ImGui::MenuItem("Raw audio channels", nullptr, &cfg_.audioChannelsOpen);
ImGui::MenuItem("AV Decoder contexts", nullptr, &cfg_.mediaDecodersOpen);
ImGui::Separator();
ImGui::MenuItem("Audio output / buffer", nullptr, &cfg_.audioOutOpen);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Network")) {
@@ -2340,6 +2376,10 @@ void ImDebugger::Frame(MIPSDebugInterface *mipsDebug, GPUDebugInterface *gpuDebu
DrawAudioChannels(cfg_, control);
}
if (cfg_.audioOutOpen) {
DrawAudioOut(cfg_, control);
}
if (cfg_.sasAudioOpen) {
DrawSasAudio(cfg_);
}
@@ -2589,6 +2629,7 @@ void ImConfig::SyncConfig(IniFile *ini, bool save) {
sync.Sync("filesystemBrowserOpen", &filesystemBrowserOpen, false);
sync.Sync("kernelObjectsOpen", &kernelObjectsOpen, false);
sync.Sync("audioChannelsOpen", &audioChannelsOpen, false);
sync.Sync("audioOutOpen", &audioOutOpen, false);
sync.Sync("texturesOpen", &texturesOpen, false);
sync.Sync("debugStatsOpen", &debugStatsOpen, false);
sync.Sync("geDebuggerOpen", &geDebuggerOpen, false);
+1
View File
@@ -87,6 +87,7 @@ struct ImConfig {
bool atracToolOpen;
bool memViewOpen[4];
bool luaConsoleOpen;
bool audioOutOpen;
// HLE explorer settings
// bool filterByUsed = true;
+2
View File
@@ -161,6 +161,7 @@
<ClInclude Include="..\..\Core\HLE\sceNp2.h" />
<ClInclude Include="..\..\Core\HLE\sceReg.h" />
<ClInclude Include="..\..\Core\HLE\SocketManager.h" />
<ClInclude Include="..\..\Core\HW\GranularMixer.h" />
<ClInclude Include="..\..\Core\Instance.h" />
<ClInclude Include="..\..\Core\HLE\FunctionWrappers.h" />
<ClInclude Include="..\..\Core\HLE\HLE.h" />
@@ -429,6 +430,7 @@
<ClCompile Include="..\..\Core\HLE\sceNp2.cpp" />
<ClCompile Include="..\..\Core\HLE\sceReg.cpp" />
<ClCompile Include="..\..\Core\HLE\SocketManager.cpp" />
<ClCompile Include="..\..\Core\HW\GranularMixer.cpp" />
<ClCompile Include="..\..\Core\Instance.cpp" />
<ClCompile Include="..\..\Core\HLE\HLE.cpp" />
<ClCompile Include="..\..\Core\HLE\HLEHelperThread.cpp" />
+6 -1
View File
@@ -165,6 +165,7 @@
<ClCompile Include="..\..\Core\HW\Atrac3Standalone.cpp" />
<ClCompile Include="..\..\Core\HW\SimpleAudioDec.cpp" />
<ClCompile Include="..\..\Core\HW\StereoResampler.cpp" />
<ClCompile Include="..\..\Core\HW\GranularMixer.cpp" />
<ClCompile Include="..\..\Core\KeyMap.cpp" />
<ClCompile Include="..\..\Core\KeyMapDefaults.cpp" />
<ClCompile Include="..\..\Core\Loaders.cpp" />
@@ -679,8 +680,12 @@
<ClInclude Include="..\..\ext\xxhash.h" />
<ClInclude Include="pch.h" />
<ClInclude Include="targetver.h" />
<<<<<<< HEAD
=======
<ClInclude Include="..\..\Core\HW\GranularMixer.h" />
>>>>>>> cfb162d436 (Integrate Dolphin's granule based audio resampler.)
</ItemGroup>
<ItemGroup>
<None Include="..\..\ext\gason\LICENSE" />
</ItemGroup>
</Project>
</Project>
+1
View File
@@ -585,6 +585,7 @@ EXEC_AND_LIB_FILES := \
$(SRC)/Core/HW/SasAudio.cpp.arm \
$(SRC)/Core/HW/SasReverb.cpp.arm \
$(SRC)/Core/HW/StereoResampler.cpp.arm \
$(SRC)/Core/HW/GranularMixer.cpp.arm \
$(SRC)/Core/ControlMapper.cpp \
$(SRC)/Core/Core.cpp \
$(SRC)/Core/Compatibility.cpp \
+1 -1
View File
@@ -5,7 +5,7 @@ buildscript {
mavenCentral()
}
dependencies {
classpath 'com.android.tools.build:gradle:8.12.0'
classpath 'com.android.tools.build:gradle:8.12.1'
}
}
+1 -1
View File
@@ -74,7 +74,7 @@ void iOSCoreAudioSetDisplayConnected(bool connected) {
iOSCoreAudioUpdateSession();
}
void NativeMix(short *audio, int numSamples, int sampleRate, void *userdata);
void NativeMix(short *audio, int numSamples, int sampleRateHz, void *userdata);
OSStatus iOSCoreAudioCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
+2 -4
View File
@@ -1934,10 +1934,8 @@ void retro_cheat_set(unsigned index, bool enabled, const char *code) {
}
}
int64_t System_GetPropertyInt(SystemProperty prop)
{
switch (prop)
{
int64_t System_GetPropertyInt(SystemProperty prop) {
switch (prop) {
case SYSPROP_AUDIO_SAMPLE_RATE:
return SAMPLERATE;
#if PPSSPP_PLATFORM(ANDROID)