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.
This commit is contained in:
Clownacy 2020-06-24 00:49:11 +01:00
parent 7334440c27
commit 479fff2ccf
3 changed files with 56 additions and 43 deletions

View file

@ -23,11 +23,10 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
{
(void)user_data;
float *stream = (float*)stream_uint8;
unsigned int frames_total = len / sizeof(float) / 2;
short *stream = (short*)stream_uint8;
unsigned int frames_total = len / sizeof(short) / 2;
for (unsigned int i = 0; i < frames_total * 2; ++i)
stream[i] = 0.0f;
memset(stream, 0, len);
if (organya_callback_milliseconds == 0)
{
@ -60,6 +59,17 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
organya_countdown -= frames_to_do;
}
}
// Clamp output, and convert from 8-bit to 16-bit
for (unsigned int i = 0; i < frames_total * 2; ++i)
{
if (stream[i] > 0x7F)
stream[i] = 0x7F00;
else if (stream[i] < -0x7F)
stream[i] = -0x7F00;
else
stream[i] <<= 8;
}
}
bool AudioBackend_Init(void)
@ -78,7 +88,7 @@ bool AudioBackend_Init(void)
SDL_AudioSpec specification;
specification.freq = 48000;
specification.format = AUDIO_F32;
specification.format = AUDIO_S16;
specification.channels = 2;
specification.samples = 0x400; // Roughly 10 milliseconds for 48000Hz
specification.callback = Callback;

View file

@ -16,16 +16,16 @@ struct Mixer_Sound
{
signed char *samples;
size_t frames;
double position;
double advance_delta;
size_t position;
unsigned long sample_offset_remainder; // 16.16 fixed-point
unsigned long advance_delta;
bool playing;
bool looping;
unsigned int frequency;
float volume;
float pan_l;
float pan_r;
float volume_l;
float volume_r;
short volume;
short pan_l;
short pan_r;
short volume_l;
short volume_r;
struct Mixer_Sound *next;
};
@ -34,11 +34,11 @@ static Mixer_Sound *sound_list_head;
static unsigned long output_frequency;
static double MillibelToScale(long volume)
static unsigned short MillibelToScale(long volume)
{
// Volume is in hundredths of a decibel, from 0 to -10000
volume = CLAMP(volume, -10000, 0);
return pow(10.0, volume / 2000.0);
return (unsigned short)(pow(10.0, volume / 2000.0) * 256.0f);
}
void Mixer_Init(unsigned long frequency)
@ -66,7 +66,8 @@ Mixer_Sound* Mixer_CreateSound(unsigned int frequency, const unsigned char *samp
sound->frames = length;
sound->playing = false;
sound->position = 0.0;
sound->position = 0;
sound->sample_offset_remainder = 0;
Mixer_SetSoundFrequency(sound, frequency);
Mixer_SetSoundVolume(sound, 0);
@ -107,68 +108,70 @@ void Mixer_StopSound(Mixer_Sound *sound)
void Mixer_RewindSound(Mixer_Sound *sound)
{
sound->position = 0.0;
sound->position = 0;
sound->sample_offset_remainder = 0;
}
void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency)
{
sound->frequency = frequency;
sound->advance_delta = (double)frequency / (double)output_frequency;
sound->advance_delta = (frequency << 16) / output_frequency;
}
void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume)
{
sound->volume = (float)MillibelToScale(volume);
sound->volume = MillibelToScale(volume);
sound->volume_l = sound->pan_l * sound->volume;
sound->volume_r = sound->pan_r * sound->volume;
sound->volume_l = (sound->pan_l * sound->volume) >> 8;
sound->volume_r = (sound->pan_r * sound->volume) >> 8;
}
void Mixer_SetSoundPan(Mixer_Sound *sound, long pan)
{
sound->pan_l = (float)MillibelToScale(-pan);
sound->pan_r = (float)MillibelToScale(pan);
sound->pan_l = MillibelToScale(-pan);
sound->pan_r = MillibelToScale(pan);
sound->volume_l = sound->pan_l * sound->volume;
sound->volume_r = sound->pan_r * sound->volume;
sound->volume_l = (sound->pan_l * sound->volume) >> 8;
sound->volume_r = (sound->pan_r * sound->volume) >> 8;
}
// 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
ATTRIBUTE_HOT void Mixer_MixSounds(float *stream, unsigned int frames_total)
// 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
ATTRIBUTE_HOT void Mixer_MixSounds(short *stream, unsigned int frames_total)
{
for (Mixer_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
{
if (sound->playing)
{
float *stream_pointer = stream;
short *stream_pointer = stream;
for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
{
const size_t position_integral = (size_t)sound->position;
const float position_fractional = sound->position - position_integral;
// Get two samples, and normalise them to 0-1
const float sample1 = sound->samples[position_integral] / 128.0f;
const float sample2 = sound->samples[position_integral + 1] / 128.0f;
// Perform linear interpolation
const float interpolated_sample = sample1 + (sample2 - sample1) * position_fractional;
const unsigned char subsample = sound->sample_offset_remainder >> 8;
*stream_pointer++ += interpolated_sample * sound->volume_l;
*stream_pointer++ += interpolated_sample * sound->volume_r;
const signed char interpolated_sample = ((sound->samples[sound->position] * (0x100 - subsample)) >> 8)
+ ((sound->samples[sound->position + 1] * subsample) >> 8);
sound->position += sound->advance_delta;
// Mix, and apply volume
*stream_pointer++ += (interpolated_sample * sound->volume_l) >> 8;
*stream_pointer++ += (interpolated_sample * sound->volume_r) >> 8;
// Incrememt sample
sound->sample_offset_remainder += sound->advance_delta;
sound->position += sound->sample_offset_remainder >> 16;
sound->sample_offset_remainder &= 0xFFFF;
// Stop or loop sample once it's reached its end
if (sound->position >= sound->frames)
{
if (sound->looping)
{
sound->position = fmod(sound->position, (double)sound->frames);
sound->position %= sound->frames;
}
else
{
sound->playing = false;
sound->position = 0.0;
sound->position = 0;
sound->sample_offset_remainder = 0;
break;
}
}

View file

@ -13,4 +13,4 @@ void Mixer_RewindSound(Mixer_Sound *sound);
void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency);
void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume);
void Mixer_SetSoundPan(Mixer_Sound *sound, long pan);
void Mixer_MixSounds(float *stream, unsigned int frames_total);
void Mixer_MixSounds(short *stream, unsigned int frames_total);