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audio_core: Clear time stretcher after flushing to avoid sample bleed. (#7081)
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@ -66,18 +66,22 @@ void DspInterface::OutputSample(std::array<s16, 2> sample) {
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}
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void DspInterface::OutputCallback(s16* buffer, std::size_t num_frames) {
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std::size_t frames_written;
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std::size_t frames_written = 0;
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if (perform_time_stretching) {
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const std::vector<s16> in{fifo.Pop()};
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const std::size_t num_in{in.size() / 2};
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frames_written = time_stretcher.Process(in.data(), num_in, buffer, num_frames);
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} else if (flushing_time_stretcher) {
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time_stretcher.Flush();
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frames_written = time_stretcher.Process(nullptr, 0, buffer, num_frames);
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frames_written += fifo.Pop(buffer, num_frames - frames_written);
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flushing_time_stretcher = false;
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} else {
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frames_written = fifo.Pop(buffer, num_frames);
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if (flushing_time_stretcher) {
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time_stretcher.Flush();
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frames_written = time_stretcher.Process(nullptr, 0, buffer, num_frames);
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flushing_time_stretcher = false;
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// Make sure any frames that did not fit are cleared from the time stretcher,
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// so that they do not bleed into the next time the stretcher is enabled.
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time_stretcher.Clear();
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}
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frames_written += fifo.Pop(buffer, num_frames - frames_written);
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}
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if (frames_written > 0) {
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@ -18,8 +18,7 @@
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namespace AudioCore {
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TimeStretcher::TimeStretcher()
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: sample_rate(native_sample_rate), sound_touch(std::make_unique<soundtouch::SoundTouch>()) {
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TimeStretcher::TimeStretcher() : sound_touch(std::make_unique<soundtouch::SoundTouch>()) {
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sound_touch->setChannels(2);
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sound_touch->setSampleRate(native_sample_rate);
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sound_touch->setPitch(1.0);
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@ -30,16 +29,15 @@ TimeStretcher::~TimeStretcher() = default;
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void TimeStretcher::SetOutputSampleRate(unsigned int sample_rate) {
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sound_touch->setSampleRate(sample_rate);
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sample_rate = native_sample_rate;
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}
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std::size_t TimeStretcher::Process(const s16* in, std::size_t num_in, s16* out,
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std::size_t num_out) {
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const double time_delta = static_cast<double>(num_out) / sample_rate; // seconds
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const double time_delta = static_cast<double>(num_out) / native_sample_rate; // seconds
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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 = 0.25; // seconds
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const double max_backlog = sample_rate * max_latency;
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const double max_backlog = native_sample_rate * max_latency;
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const double backlog_fullness = sound_touch->numSamples() / max_backlog;
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if (backlog_fullness > 4.0) {
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// Too many samples in backlog: Don't push anymore on
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@ -34,7 +34,6 @@ public:
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void Flush();
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private:
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unsigned int sample_rate;
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std::unique_ptr<soundtouch::SoundTouch> sound_touch;
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double stretch_ratio = 1.0;
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};
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