Switched to manual resampling to avoid reopening SDL2 audio device which was causing stutters
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fc55b53655
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f2eeb00e09
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@ -3,6 +3,7 @@
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#include <unordered_map>
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#include <vector>
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#include <filesystem>
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#include <numeric>
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#include "../../ultramodern/ultra64.h"
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#include "../../ultramodern/ultramodern.hpp"
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@ -71,38 +72,84 @@ void update_gfx(void*) {
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recomp::handle_events();
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}
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static SDL_AudioCVT audio_convert;
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static SDL_AudioDeviceID audio_device = 0;
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// Samples per channel per second.
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static uint32_t sample_rate = 48000;
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static uint32_t output_sample_rate = 48000;
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// Channel count.
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constexpr uint32_t input_channels = 2;
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static uint32_t output_channels = 2;
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// Terminology: a frame is a collection of samples for each channel. e.g. 2 input samples is one input frame. This is unrelated to graphical frames.
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// In order to prevent resampling discontinuities, the last few frames of the previous audio chunk are prepended to the current chunk before
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// resampling it so there's enough information for interpolation.
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constexpr uint32_t min_duplicated_frames = 32;
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// The number of input frames to duplicate for interpolation to prevent discontinuities.
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static uint32_t duplicated_input_frames;
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// The number of output frames to skip for playback (to avoid playing duplicate inputs twice).
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static uint32_t discarded_output_frames;
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void queue_samples(int16_t* audio_data, size_t sample_count) {
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// Buffer for holding the output of swapping the audio channels. This is reused across
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// calls to reduce runtime allocations.
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static std::vector<float> swap_buffer;
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static std::vector<float> duplicated_sample_buffer;
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assert((sample_count / input_channels) / duplicated_input_frames * duplicated_input_frames == (sample_count / input_channels));
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// Make sure the swap buffer is large enough to hold all the incoming audio data.
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if (sample_count > swap_buffer.size()) {
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swap_buffer.resize(sample_count);
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if (duplicated_input_frames * input_channels > duplicated_sample_buffer.size()) {
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duplicated_sample_buffer.resize(duplicated_input_frames * input_channels);
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}
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size_t max_sample_count = std::max(sample_count, sample_count * audio_convert.len_mult);
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// Make sure the swap buffer is large enough to hold the audio data.
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if (max_sample_count > swap_buffer.size()) {
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swap_buffer.resize(max_sample_count);
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}
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// Copy the duplicated frames from last chunk into this chunk
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for (size_t i = 0; i < duplicated_input_frames * input_channels; i++) {
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swap_buffer[i] = duplicated_sample_buffer[i];
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}
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// Convert the audio from 16-bit values to floats and swap the audio channels into the
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// swap buffer to correct for the address xor caused by endianness handling.
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for (size_t i = 0; i < sample_count; i += 2) {
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swap_buffer[i + 0] = audio_data[i + 1] * (0.5f / 32768.0f);
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swap_buffer[i + 1] = audio_data[i + 0] * (0.5f / 32768.0f);
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for (size_t i = 0; i < sample_count; i += input_channels) {
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swap_buffer[i + 0 + duplicated_input_frames * input_channels] = audio_data[i + 1] * (0.5f / 32768.0f);
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swap_buffer[i + 1 + duplicated_input_frames * input_channels] = audio_data[i + 0] * (0.5f / 32768.0f);
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}
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assert(sample_count > duplicated_input_frames * input_channels);
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// Copy the last converted samples into the duplicated sample buffer to reuse in resampling the next queued chunk.
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for (size_t i = 0; i < duplicated_input_frames * 2; i++) {
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duplicated_sample_buffer[i] = swap_buffer[i + sample_count];
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}
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audio_convert.buf = reinterpret_cast<Uint8*>(swap_buffer.data());
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audio_convert.len = (sample_count + duplicated_input_frames * input_channels) * sizeof(swap_buffer[0]);
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SDL_ConvertAudio(&audio_convert);
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// Queue the swapped audio data.
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SDL_QueueAudio(audio_device, swap_buffer.data(), sample_count * sizeof(swap_buffer[0]));
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SDL_QueueAudio(audio_device, swap_buffer.data() + output_channels * discarded_output_frames,
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sample_count * sizeof(swap_buffer[0]) * output_sample_rate * output_channels / (sample_rate * input_channels));
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}
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constexpr int channel_count = 2;
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constexpr int bytes_per_frame = channel_count * sizeof(float);
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constexpr uint32_t bytes_per_frame = input_channels * sizeof(float);
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size_t get_frames_remaining() {
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constexpr float buffer_offset_frames = 1.0f;
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// Get the number of remaining buffered audio bytes.
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uint32_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device);
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// Scale the byte count based on the ratio of sample rates and channel counts.
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buffered_byte_count = buffered_byte_count * 2 * sample_rate / output_sample_rate / output_channels;
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// Adjust the reported count to be some number of refreshes in the future, which helps ensure that
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// there are enough samples even if the audio thread experiences a small amount of lag. This prevents
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// audio popping on games that use the buffered audio byte count to determine how many samples
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@ -118,14 +165,34 @@ size_t get_frames_remaining() {
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return buffered_byte_count / bytes_per_frame;
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}
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void update_audio_converter() {
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SDL_BuildAudioCVT(&audio_convert, AUDIO_F32, 2, sample_rate, AUDIO_F32, output_channels, output_sample_rate);
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// Calculate the number of samples to duplicate and discard based on the greatest common denominator fo the input and output sample rates.
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// Keeping them at the same ratio as the sample rates themselves ensures an integer number of output samples are produced from an
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// integer number of input samples.
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size_t rate_gcd = std::gcd(sample_rate, output_sample_rate);
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size_t gcd_input_samples = sample_rate / rate_gcd;
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size_t gcd_output_samples = output_sample_rate / rate_gcd;
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size_t num_duplicated_chunks = (gcd_input_samples + min_duplicated_frames - 1) / min_duplicated_frames;
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// Duplicate twice as many input frames as the corresponding skipped input frames as we need to prevent discontinuities at
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// both the start and end of a given chunk.
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duplicated_input_frames = num_duplicated_chunks * gcd_input_samples * 2;
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discarded_output_frames = num_duplicated_chunks * gcd_output_samples;
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}
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void set_frequency(uint32_t freq) {
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if (audio_device != 0) {
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SDL_CloseAudioDevice(audio_device);
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}
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assert(freq == 32000 || freq == 48000);
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sample_rate = freq;
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update_audio_converter();
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}
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void reset_audio(uint32_t output_freq) {
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SDL_AudioSpec spec_desired{
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.freq = (int)freq,
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.freq = (int)output_freq,
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.format = AUDIO_F32,
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.channels = channel_count,
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.channels = (Uint8)output_channels,
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.silence = 0, // calculated
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.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
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.padding = 0, // unused
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@ -134,12 +201,15 @@ void set_frequency(uint32_t freq) {
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.userdata = nullptr
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};
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audio_device = SDL_OpenAudioDevice(nullptr, false, &spec_desired, nullptr, 0);
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if (audio_device == 0) {
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exit_error("SDL error opening audio device: %s\n", SDL_GetError());
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}
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SDL_PauseAudioDevice(audio_device, 0);
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sample_rate = freq;
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output_sample_rate = output_freq;
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update_audio_converter();
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}
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int main(int argc, char** argv) {
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@ -167,7 +237,7 @@ int main(int argc, char** argv) {
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// Initialize SDL audio.
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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// Pick an initial dummy sample rate; this will be set by the game later to the true sample rate.
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set_frequency(sample_rate);
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reset_audio(48000);
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init();
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