New mostly-integer-only sound mixer
The mixer itself is integer-only, but the millibel stuff is still float-based (I don't know if it's worth adding a 10001-value-long lookup table to replace it). Anyway, according to a quick test, this new mixer is significantly faster than the old floating-point one - rarely going above 100 clock() ticks per callback, with the old one almost always running above that. For now, only the SDL2 backend supports it - I'll add the others in upcoming commits. This will no-doubt cause problems with the enhanced (lite) branch, where clownaudio always outputs float samples.
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7334440c27
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479fff2ccf
3 changed files with 56 additions and 43 deletions
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@ -23,11 +23,10 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
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{
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(void)user_data;
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float *stream = (float*)stream_uint8;
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unsigned int frames_total = len / sizeof(float) / 2;
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short *stream = (short*)stream_uint8;
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unsigned int frames_total = len / sizeof(short) / 2;
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for (unsigned int i = 0; i < frames_total * 2; ++i)
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stream[i] = 0.0f;
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memset(stream, 0, len);
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if (organya_callback_milliseconds == 0)
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{
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@ -60,6 +59,17 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
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organya_countdown -= frames_to_do;
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}
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}
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// Clamp output, and convert from 8-bit to 16-bit
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for (unsigned int i = 0; i < frames_total * 2; ++i)
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{
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if (stream[i] > 0x7F)
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stream[i] = 0x7F00;
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else if (stream[i] < -0x7F)
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stream[i] = -0x7F00;
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else
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stream[i] <<= 8;
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}
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}
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bool AudioBackend_Init(void)
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@ -78,7 +88,7 @@ bool AudioBackend_Init(void)
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SDL_AudioSpec specification;
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specification.freq = 48000;
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specification.format = AUDIO_F32;
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specification.format = AUDIO_S16;
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specification.channels = 2;
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specification.samples = 0x400; // Roughly 10 milliseconds for 48000Hz
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specification.callback = Callback;
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@ -16,16 +16,16 @@ struct Mixer_Sound
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{
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signed char *samples;
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size_t frames;
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double position;
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double advance_delta;
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size_t position;
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unsigned long sample_offset_remainder; // 16.16 fixed-point
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unsigned long advance_delta;
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bool playing;
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bool looping;
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unsigned int frequency;
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float volume;
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float pan_l;
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float pan_r;
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float volume_l;
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float volume_r;
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short volume;
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short pan_l;
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short pan_r;
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short volume_l;
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short volume_r;
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struct Mixer_Sound *next;
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};
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@ -34,11 +34,11 @@ static Mixer_Sound *sound_list_head;
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static unsigned long output_frequency;
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static double MillibelToScale(long volume)
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static unsigned short MillibelToScale(long volume)
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{
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// Volume is in hundredths of a decibel, from 0 to -10000
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volume = CLAMP(volume, -10000, 0);
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return pow(10.0, volume / 2000.0);
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return (unsigned short)(pow(10.0, volume / 2000.0) * 256.0f);
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}
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void Mixer_Init(unsigned long frequency)
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@ -66,7 +66,8 @@ Mixer_Sound* Mixer_CreateSound(unsigned int frequency, const unsigned char *samp
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sound->frames = length;
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sound->playing = false;
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sound->position = 0.0;
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sound->position = 0;
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sound->sample_offset_remainder = 0;
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Mixer_SetSoundFrequency(sound, frequency);
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Mixer_SetSoundVolume(sound, 0);
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@ -107,68 +108,70 @@ void Mixer_StopSound(Mixer_Sound *sound)
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void Mixer_RewindSound(Mixer_Sound *sound)
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{
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sound->position = 0.0;
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sound->position = 0;
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sound->sample_offset_remainder = 0;
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}
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void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency)
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{
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sound->frequency = frequency;
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sound->advance_delta = (double)frequency / (double)output_frequency;
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sound->advance_delta = (frequency << 16) / output_frequency;
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}
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void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume)
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{
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sound->volume = (float)MillibelToScale(volume);
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sound->volume = MillibelToScale(volume);
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sound->volume_l = sound->pan_l * sound->volume;
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sound->volume_r = sound->pan_r * sound->volume;
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sound->volume_l = (sound->pan_l * sound->volume) >> 8;
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sound->volume_r = (sound->pan_r * sound->volume) >> 8;
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}
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void Mixer_SetSoundPan(Mixer_Sound *sound, long pan)
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{
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sound->pan_l = (float)MillibelToScale(-pan);
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sound->pan_r = (float)MillibelToScale(pan);
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sound->pan_l = MillibelToScale(-pan);
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sound->pan_r = MillibelToScale(pan);
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sound->volume_l = sound->pan_l * sound->volume;
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sound->volume_r = sound->pan_r * sound->volume;
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sound->volume_l = (sound->pan_l * sound->volume) >> 8;
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sound->volume_r = (sound->pan_r * sound->volume) >> 8;
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}
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// Most CPU-intensive function in the game (2/3rd CPU time consumption in my experience), so marked with attrHot so the compiler considers it a hot spot (as it is) when optimizing
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ATTRIBUTE_HOT void Mixer_MixSounds(float *stream, unsigned int frames_total)
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// Most CPU-intensive function in the game (2/3rd CPU time consumption in my experience), so marked with ATTRIBUTE_HOT so the compiler considers it a hot spot (as it is) when optimizing
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ATTRIBUTE_HOT void Mixer_MixSounds(short *stream, unsigned int frames_total)
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{
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for (Mixer_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
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{
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if (sound->playing)
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{
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float *stream_pointer = stream;
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short *stream_pointer = stream;
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for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
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{
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const size_t position_integral = (size_t)sound->position;
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const float position_fractional = sound->position - position_integral;
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// Get two samples, and normalise them to 0-1
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const float sample1 = sound->samples[position_integral] / 128.0f;
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const float sample2 = sound->samples[position_integral + 1] / 128.0f;
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// Perform linear interpolation
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const float interpolated_sample = sample1 + (sample2 - sample1) * position_fractional;
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const unsigned char subsample = sound->sample_offset_remainder >> 8;
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*stream_pointer++ += interpolated_sample * sound->volume_l;
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*stream_pointer++ += interpolated_sample * sound->volume_r;
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const signed char interpolated_sample = ((sound->samples[sound->position] * (0x100 - subsample)) >> 8)
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+ ((sound->samples[sound->position + 1] * subsample) >> 8);
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sound->position += sound->advance_delta;
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// Mix, and apply volume
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*stream_pointer++ += (interpolated_sample * sound->volume_l) >> 8;
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*stream_pointer++ += (interpolated_sample * sound->volume_r) >> 8;
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// Incrememt sample
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sound->sample_offset_remainder += sound->advance_delta;
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sound->position += sound->sample_offset_remainder >> 16;
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sound->sample_offset_remainder &= 0xFFFF;
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// Stop or loop sample once it's reached its end
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if (sound->position >= sound->frames)
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{
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if (sound->looping)
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{
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sound->position = fmod(sound->position, (double)sound->frames);
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sound->position %= sound->frames;
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}
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else
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{
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sound->playing = false;
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sound->position = 0.0;
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sound->position = 0;
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sound->sample_offset_remainder = 0;
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break;
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}
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}
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@ -13,4 +13,4 @@ void Mixer_RewindSound(Mixer_Sound *sound);
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void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency);
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void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume);
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void Mixer_SetSoundPan(Mixer_Sound *sound, long pan);
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void Mixer_MixSounds(float *stream, unsigned int frames_total);
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void Mixer_MixSounds(short *stream, unsigned int frames_total);
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