mirror of
https://github.com/yuzu-emu/yuzu-mainline
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7636fefb71
Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost. This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
340 lines
14 KiB
C++
340 lines
14 KiB
C++
// 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 <limits>
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#include <vector>
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#include "audio_core/audio_out.h"
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#include "audio_core/audio_renderer.h"
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#include "audio_core/common.h"
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#include "audio_core/info_updater.h"
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#include "audio_core/voice_context.h"
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "core/core_timing.h"
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#include "core/memory.h"
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namespace {
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[[nodiscard]] static constexpr s16 ClampToS16(s32 value) {
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return static_cast<s16>(std::clamp(value, s32{std::numeric_limits<s16>::min()},
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s32{std::numeric_limits<s16>::max()}));
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}
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[[nodiscard]] static constexpr s16 Mix2To1(s16 l_channel, s16 r_channel) {
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// Mix 50% from left and 50% from right channel
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constexpr float l_mix_amount = 50.0f / 100.0f;
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constexpr float r_mix_amount = 50.0f / 100.0f;
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return ClampToS16(static_cast<s32>((static_cast<float>(l_channel) * l_mix_amount) +
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(static_cast<float>(r_channel) * r_mix_amount)));
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}
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[[maybe_unused, nodiscard]] static constexpr std::tuple<s16, s16> Mix6To2(
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s16 fl_channel, s16 fr_channel, s16 fc_channel, [[maybe_unused]] s16 lf_channel, s16 bl_channel,
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s16 br_channel) {
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// Front channels are mixed 36.94%, Center channels are mixed to be 26.12% & the back channels
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// are mixed to be 36.94%
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constexpr float front_mix_amount = 36.94f / 100.0f;
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constexpr float center_mix_amount = 26.12f / 100.0f;
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constexpr float back_mix_amount = 36.94f / 100.0f;
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// Mix 50% from left and 50% from right channel
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const auto left = front_mix_amount * static_cast<float>(fl_channel) +
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center_mix_amount * static_cast<float>(fc_channel) +
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back_mix_amount * static_cast<float>(bl_channel);
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const auto right = front_mix_amount * static_cast<float>(fr_channel) +
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center_mix_amount * static_cast<float>(fc_channel) +
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back_mix_amount * static_cast<float>(br_channel);
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return {ClampToS16(static_cast<s32>(left)), ClampToS16(static_cast<s32>(right))};
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}
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[[nodiscard]] static constexpr std::tuple<s16, s16> Mix6To2WithCoefficients(
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s16 fl_channel, s16 fr_channel, s16 fc_channel, s16 lf_channel, s16 bl_channel, s16 br_channel,
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const std::array<float_le, 4>& coeff) {
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const auto left =
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static_cast<float>(fl_channel) * coeff[0] + static_cast<float>(fc_channel) * coeff[1] +
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static_cast<float>(lf_channel) * coeff[2] + static_cast<float>(bl_channel) * coeff[3];
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const auto right =
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static_cast<float>(fr_channel) * coeff[0] + static_cast<float>(fc_channel) * coeff[1] +
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static_cast<float>(lf_channel) * coeff[2] + static_cast<float>(br_channel) * coeff[3];
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return {ClampToS16(static_cast<s32>(left)), ClampToS16(static_cast<s32>(right))};
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}
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} // namespace
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namespace AudioCore {
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constexpr s32 NUM_BUFFERS = 2;
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AudioRenderer::AudioRenderer(Core::Timing::CoreTiming& core_timing_, Core::Memory::Memory& memory_,
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AudioCommon::AudioRendererParameter params,
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Stream::ReleaseCallback&& release_callback,
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std::size_t instance_number)
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: worker_params{params}, memory_pool_info(params.effect_count + params.voice_count * 4),
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voice_context(params.voice_count), effect_context(params.effect_count), mix_context(),
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sink_context(params.sink_count), splitter_context(),
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voices(params.voice_count), memory{memory_},
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command_generator(worker_params, voice_context, mix_context, splitter_context, effect_context,
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memory),
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core_timing{core_timing_} {
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behavior_info.SetUserRevision(params.revision);
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splitter_context.Initialize(behavior_info, params.splitter_count,
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params.num_splitter_send_channels);
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mix_context.Initialize(behavior_info, params.submix_count + 1, params.effect_count);
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audio_out = std::make_unique<AudioCore::AudioOut>();
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stream = audio_out->OpenStream(
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core_timing, params.sample_rate, AudioCommon::STREAM_NUM_CHANNELS,
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fmt::format("AudioRenderer-Instance{}", instance_number), std::move(release_callback));
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process_event = Core::Timing::CreateEvent(
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fmt::format("AudioRenderer-Instance{}-Process", instance_number),
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[this](std::uintptr_t, std::chrono::nanoseconds) { ReleaseAndQueueBuffers(); });
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for (s32 i = 0; i < NUM_BUFFERS; ++i) {
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QueueMixedBuffer(i);
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}
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}
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AudioRenderer::~AudioRenderer() = default;
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ResultCode AudioRenderer::Start() {
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audio_out->StartStream(stream);
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ReleaseAndQueueBuffers();
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return ResultSuccess;
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}
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ResultCode AudioRenderer::Stop() {
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audio_out->StopStream(stream);
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return ResultSuccess;
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}
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u32 AudioRenderer::GetSampleRate() const {
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return worker_params.sample_rate;
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}
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u32 AudioRenderer::GetSampleCount() const {
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return worker_params.sample_count;
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}
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u32 AudioRenderer::GetMixBufferCount() const {
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return worker_params.mix_buffer_count;
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}
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Stream::State AudioRenderer::GetStreamState() const {
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return stream->GetState();
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}
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ResultCode AudioRenderer::UpdateAudioRenderer(const std::vector<u8>& input_params,
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std::vector<u8>& output_params) {
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std::scoped_lock lock{mutex};
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InfoUpdater info_updater{input_params, output_params, behavior_info};
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if (!info_updater.UpdateBehaviorInfo(behavior_info)) {
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LOG_ERROR(Audio, "Failed to update behavior info input parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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if (!info_updater.UpdateMemoryPools(memory_pool_info)) {
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LOG_ERROR(Audio, "Failed to update memory pool parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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if (!info_updater.UpdateVoiceChannelResources(voice_context)) {
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LOG_ERROR(Audio, "Failed to update voice channel resource parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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if (!info_updater.UpdateVoices(voice_context, memory_pool_info, 0)) {
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LOG_ERROR(Audio, "Failed to update voice parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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// TODO(ogniK): Deal with stopped audio renderer but updates still taking place
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if (!info_updater.UpdateEffects(effect_context, true)) {
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LOG_ERROR(Audio, "Failed to update effect parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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if (behavior_info.IsSplitterSupported()) {
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if (!info_updater.UpdateSplitterInfo(splitter_context)) {
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LOG_ERROR(Audio, "Failed to update splitter parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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}
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const auto mix_result = info_updater.UpdateMixes(mix_context, worker_params.mix_buffer_count,
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splitter_context, effect_context);
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if (mix_result.IsError()) {
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LOG_ERROR(Audio, "Failed to update mix parameters");
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return mix_result;
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}
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// TODO(ogniK): Sinks
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if (!info_updater.UpdateSinks(sink_context)) {
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LOG_ERROR(Audio, "Failed to update sink parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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// TODO(ogniK): Performance buffer
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if (!info_updater.UpdatePerformanceBuffer()) {
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LOG_ERROR(Audio, "Failed to update performance buffer parameters");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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if (!info_updater.UpdateErrorInfo(behavior_info)) {
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LOG_ERROR(Audio, "Failed to update error info");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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if (behavior_info.IsElapsedFrameCountSupported()) {
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if (!info_updater.UpdateRendererInfo(elapsed_frame_count)) {
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LOG_ERROR(Audio, "Failed to update renderer info");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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}
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// TODO(ogniK): Statistics
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if (!info_updater.WriteOutputHeader()) {
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LOG_ERROR(Audio, "Failed to write output header");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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// TODO(ogniK): Check when all sections are implemented
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if (!info_updater.CheckConsumedSize()) {
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LOG_ERROR(Audio, "Audio buffers were not consumed!");
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return AudioCommon::Audren::ERR_INVALID_PARAMETERS;
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}
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return ResultSuccess;
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}
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void AudioRenderer::QueueMixedBuffer(Buffer::Tag tag) {
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command_generator.PreCommand();
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// Clear mix buffers before our next operation
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command_generator.ClearMixBuffers();
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// If the splitter is not in use, sort our mixes
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if (!splitter_context.UsingSplitter()) {
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mix_context.SortInfo();
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}
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// Sort our voices
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voice_context.SortInfo();
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// Handle samples
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command_generator.GenerateVoiceCommands();
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command_generator.GenerateSubMixCommands();
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command_generator.GenerateFinalMixCommands();
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command_generator.PostCommand();
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// Base sample size
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std::size_t BUFFER_SIZE{worker_params.sample_count};
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// Samples, making sure to clear
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std::vector<s16> buffer(BUFFER_SIZE * stream->GetNumChannels(), 0);
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if (sink_context.InUse()) {
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const auto stream_channel_count = stream->GetNumChannels();
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const auto buffer_offsets = sink_context.OutputBuffers();
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const auto channel_count = buffer_offsets.size();
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const auto& final_mix = mix_context.GetFinalMixInfo();
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const auto& in_params = final_mix.GetInParams();
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std::vector<std::span<s32>> mix_buffers(channel_count);
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for (std::size_t i = 0; i < channel_count; i++) {
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mix_buffers[i] =
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command_generator.GetMixBuffer(in_params.buffer_offset + buffer_offsets[i]);
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}
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for (std::size_t i = 0; i < BUFFER_SIZE; i++) {
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if (channel_count == 1) {
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const auto sample = ClampToS16(mix_buffers[0][i]);
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// Place sample in all channels
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for (u32 channel = 0; channel < stream_channel_count; channel++) {
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buffer[i * stream_channel_count + channel] = sample;
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}
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if (stream_channel_count == 6) {
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// Output stream has a LF channel, mute it!
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buffer[i * stream_channel_count + 3] = 0;
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}
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} else if (channel_count == 2) {
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const auto l_sample = ClampToS16(mix_buffers[0][i]);
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const auto r_sample = ClampToS16(mix_buffers[1][i]);
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if (stream_channel_count == 1) {
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buffer[i * stream_channel_count + 0] = Mix2To1(l_sample, r_sample);
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} else if (stream_channel_count == 2) {
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buffer[i * stream_channel_count + 0] = l_sample;
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buffer[i * stream_channel_count + 1] = r_sample;
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} else if (stream_channel_count == 6) {
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buffer[i * stream_channel_count + 0] = l_sample;
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buffer[i * stream_channel_count + 1] = r_sample;
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// Combine both left and right channels to the center channel
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buffer[i * stream_channel_count + 2] = Mix2To1(l_sample, r_sample);
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buffer[i * stream_channel_count + 4] = l_sample;
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buffer[i * stream_channel_count + 5] = r_sample;
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}
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} else if (channel_count == 6) {
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const auto fl_sample = ClampToS16(mix_buffers[0][i]);
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const auto fr_sample = ClampToS16(mix_buffers[1][i]);
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const auto fc_sample = ClampToS16(mix_buffers[2][i]);
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const auto lf_sample = ClampToS16(mix_buffers[3][i]);
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const auto bl_sample = ClampToS16(mix_buffers[4][i]);
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const auto br_sample = ClampToS16(mix_buffers[5][i]);
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if (stream_channel_count == 1) {
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// Games seem to ignore the center channel half the time, we use the front left
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// and right channel for mixing as that's where majority of the audio goes
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buffer[i * stream_channel_count + 0] = Mix2To1(fl_sample, fr_sample);
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} else if (stream_channel_count == 2) {
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// Mix all channels into 2 channels
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const auto [left, right] = Mix6To2WithCoefficients(
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fl_sample, fr_sample, fc_sample, lf_sample, bl_sample, br_sample,
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sink_context.GetDownmixCoefficients());
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buffer[i * stream_channel_count + 0] = left;
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buffer[i * stream_channel_count + 1] = right;
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} else if (stream_channel_count == 6) {
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// Pass through
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buffer[i * stream_channel_count + 0] = fl_sample;
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buffer[i * stream_channel_count + 1] = fr_sample;
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buffer[i * stream_channel_count + 2] = fc_sample;
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buffer[i * stream_channel_count + 3] = lf_sample;
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buffer[i * stream_channel_count + 4] = bl_sample;
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buffer[i * stream_channel_count + 5] = br_sample;
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}
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}
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}
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}
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audio_out->QueueBuffer(stream, tag, std::move(buffer));
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elapsed_frame_count++;
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voice_context.UpdateStateByDspShared();
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}
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void AudioRenderer::ReleaseAndQueueBuffers() {
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if (!stream->IsPlaying()) {
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return;
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}
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{
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std::scoped_lock lock{mutex};
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const auto released_buffers{audio_out->GetTagsAndReleaseBuffers(stream)};
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for (const auto& tag : released_buffers) {
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QueueMixedBuffer(tag);
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}
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}
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const f32 sample_rate = static_cast<f32>(GetSampleRate());
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const f32 sample_count = static_cast<f32>(GetSampleCount());
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const f32 consume_rate = sample_rate / (sample_count * (sample_count / 240));
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const s32 ms = (1000 / static_cast<s32>(consume_rate)) - 1;
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const std::chrono::milliseconds next_event_time(std::max(ms / NUM_BUFFERS, 1));
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core_timing.ScheduleEvent(next_event_time, process_event, {});
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}
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} // namespace AudioCore
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