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	audio_core: Add audio stretcher
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				@ -17,6 +17,8 @@ add_library(audio_core STATIC
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    sink_stream.h
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    stream.cpp
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    stream.h
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    time_stretch.cpp
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    time_stretch.h
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    $<$<BOOL:${ENABLE_CUBEB}>:cubeb_sink.cpp cubeb_sink.h>
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)
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								src/audio_core/time_stretch.cpp
									
									
									
									
									
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										64
									
								
								src/audio_core/time_stretch.cpp
									
									
									
									
									
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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#include "audio_core/time_stretch.h"
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#include "common/logging/log.h"
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namespace AudioCore {
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TimeStretcher::TimeStretcher(u32 sample_rate, u32 channel_count)
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    : m_sample_rate(sample_rate), m_channel_count(channel_count) {
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    m_sound_touch.setChannels(channel_count);
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    m_sound_touch.setSampleRate(sample_rate);
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    m_sound_touch.setPitch(1.0);
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    m_sound_touch.setTempo(1.0);
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}
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void TimeStretcher::Clear() {
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    m_sound_touch.clear();
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}
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size_t TimeStretcher::Process(const s16* in, size_t num_in, s16* out, size_t num_out) {
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    const double time_delta = static_cast<double>(num_out) / m_sample_rate; // seconds
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    // We were given actual_samples number of samples, and num_samples were requested from us.
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    double current_ratio = static_cast<double>(num_in) / static_cast<double>(num_out);
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    const double max_latency = 0.3; // seconds
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    const double max_backlog = m_sample_rate * max_latency / 1000.0 / m_stretch_ratio;
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    const double backlog_fullness = m_sound_touch.numSamples() / max_backlog;
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    if (backlog_fullness > 5.0) {
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        // Too many samples in backlog: Don't push anymore on
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        num_in = 0;
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    }
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    // We ideally want the backlog to be about 50% full.
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    // This gives some headroom both ways to prevent underflow and overflow.
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    // We tweak current_ratio to encourage this.
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    constexpr double tweak_time_scale = 0.05; // seconds
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    const double tweak_correction = (backlog_fullness - 0.5) * (time_delta / tweak_time_scale);
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    current_ratio *= std::pow(1.0 + 2.0 * tweak_correction, tweak_correction < 0 ? 3.0 : 1.0);
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    // This low-pass filter smoothes out variance in the calculated stretch ratio.
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    // The time-scale determines how responsive this filter is.
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    constexpr double lpf_time_scale = 2.0; // seconds
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    const double lpf_gain = 1.0 - std::exp(-time_delta / lpf_time_scale);
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    m_stretch_ratio += lpf_gain * (current_ratio - m_stretch_ratio);
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    // Place a lower limit of 10% speed.  When a game boots up, there will be
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    // many silence samples.  These do not need to be timestretched.
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    m_stretch_ratio = std::max(m_stretch_ratio, 0.1);
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    m_sound_touch.setTempo(m_stretch_ratio);
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    LOG_DEBUG(Audio, "Audio Stretching: samples:{}/{} ratio:{} backlog:{} gain: {}", num_in, num_out,
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              m_stretch_ratio, backlog_fullness, lpf_gain);
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    m_sound_touch.putSamples(in, num_in);
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    return m_sound_touch.receiveSamples(out, num_out);
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}
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} // namespace AudioCore
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										35
									
								
								src/audio_core/time_stretch.h
									
									
									
									
									
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								src/audio_core/time_stretch.h
									
									
									
									
									
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							@ -0,0 +1,35 @@
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <cstddef>
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#include <SoundTouch.h>
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#include "common/common_types.h"
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namespace AudioCore {
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class TimeStretcher {
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public:
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    TimeStretcher(u32 sample_rate, u32 channel_count);
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    /// @param in       Input sample buffer
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    /// @param num_in   Number of input frames in `in`
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    /// @param out      Output sample buffer
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    /// @param num_out  Desired number of output frames in `out`
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    /// @returns Actual number of frames written to `out`
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    size_t Process(const s16* in, size_t num_in, s16* out, size_t num_out);
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    void Clear();
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private:
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    u32 m_sample_rate;
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    u32 m_channel_count;
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    std::array<s16, 2> m_last_stretched_sample = {};
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    soundtouch::SoundTouch m_sound_touch;
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    double m_stretch_ratio = 1.0;
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};
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} // namespace AudioCore
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