mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-11-12 01:30:49 +01:00
cleanup: float stuff
This commit is contained in:
parent
28c6d64693
commit
045e1c9107
@ -53,15 +53,15 @@ static int32_t get_current_pos(VGMSTREAM* vgmstream, int32_t sample_count) {
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return current_pos;
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}
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void mix_vgmstream(sample_t *outbuf, int32_t sample_count, VGMSTREAM* vgmstream) {
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void mix_vgmstream(sbuf_t* sbuf, VGMSTREAM* vgmstream) {
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/* no support or not need to apply */
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if (!mixer_is_active(vgmstream->mixer))
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return;
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sbuf_t sbuf_tmp;
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sbuf_t* sbuf = &sbuf_tmp;
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sbuf_init_s16(sbuf, outbuf, sample_count, vgmstream->channels);
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sbuf->filled = sbuf->samples;
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//sbuf_t sbuf_tmp;
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//sbuf_t* sbuf = &sbuf_tmp;
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//sbuf_init_s16(sbuf, outbuf, sample_count, vgmstream->channels);
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//sbuf->filled = sbuf->samples;
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int32_t current_pos = get_current_pos(vgmstream, sbuf->filled);
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@ -3,10 +3,11 @@
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#include "../vgmstream.h"
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#include "../util/log.h"
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#include "sbuf.h"
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/* Applies mixing commands to the sample buffer. Mixing must be externally enabled and
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* outbuf must big enough to hold output_channels*samples_to_do */
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void mix_vgmstream(sample_t *outbuf, int32_t sample_count, VGMSTREAM* vgmstream);
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void mix_vgmstream(sbuf_t* sbuf, VGMSTREAM* vgmstream);
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/* Call to let vgmstream apply mixing, which must handle input/output_channels.
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* Once mixing is active any new mixes are ignored (to avoid the possibility
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@ -166,80 +166,63 @@ int render_layout(sample_t* buf, int32_t sample_count, VGMSTREAM* vgmstream) {
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/*****************************************************************************/
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typedef struct {
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//sbuf_t sbuf;
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int16_t* tmpbuf;
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int samples_to_do;
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int samples_done;
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} render_helper_t;
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// consumes samples from decoder
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static void play_op_trim(VGMSTREAM* vgmstream, render_helper_t* renderer) {
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static void play_op_trim(VGMSTREAM* vgmstream, sbuf_t* sbuf) {
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play_state_t* ps = &vgmstream->pstate;
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if (!ps->trim_begin_left)
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return;
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if (!renderer->samples_to_do)
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if (sbuf->samples <= 0)
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return;
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// simpler using external buf?
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//sample_t* tmpbuf = vgmstream->tmpbuf;
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//size_t tmpbuf_size = vgmstream->tmpbuf_size;
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//int32_t buf_samples = tmpbuf_size / vgmstream->channels; /* base channels, no need to apply mixing */
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sample_t* tmpbuf = renderer->tmpbuf;
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int buf_samples = renderer->samples_to_do;
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while (ps->trim_begin_left) {
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int to_do = ps->trim_begin_left;
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if (to_do > buf_samples)
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to_do = buf_samples;
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if (to_do > sbuf->samples)
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to_do = sbuf->samples;
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render_layout(tmpbuf, to_do, vgmstream);
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render_layout(sbuf->buf, to_do, vgmstream);
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/* no mixing */
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ps->trim_begin_left -= to_do;
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}
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}
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// adds empty samples to buf
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static void play_op_pad_begin(VGMSTREAM* vgmstream, render_helper_t* renderer) {
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static void play_op_pad_begin(VGMSTREAM* vgmstream, sbuf_t* sbuf) {
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play_state_t* ps = &vgmstream->pstate;
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if (!ps->pad_begin_left)
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return;
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//if (ps->play_position > ps->play_begin_duration) //implicit
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// return;
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int channels = ps->output_channels;
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int buf_samples = renderer->samples_to_do;
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int to_do = ps->pad_begin_left;
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if (to_do > buf_samples)
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to_do = buf_samples;
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if (to_do > sbuf->samples)
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to_do = sbuf->samples;
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sbuf_silence_s16(renderer->tmpbuf, to_do, channels, 0);
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sbuf_silence_part(sbuf, 0, to_do);
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ps->pad_begin_left -= to_do;
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renderer->samples_done += to_do;
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renderer->samples_to_do -= to_do;
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renderer->tmpbuf += to_do * channels; /* as if mixed */
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sbuf->filled += to_do;
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}
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// fades (modifies volumes) part of buf
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static void play_op_fade(VGMSTREAM* vgmstream, sample_t* buf, int samples_done) {
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static void play_op_fade(VGMSTREAM* vgmstream, sbuf_t* sbuf) {
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play_config_t* pc = &vgmstream->config;
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play_state_t* ps = &vgmstream->pstate;
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if (pc->play_forever || !ps->fade_left)
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return;
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if (ps->play_position + samples_done < ps->fade_start)
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if (ps->play_position + sbuf->filled < ps->fade_start)
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return;
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int start, fade_pos;
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int channels = ps->output_channels;
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int32_t to_do = ps->fade_left;
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if (ps->play_position < ps->fade_start) {
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start = samples_done - (ps->play_position + samples_done - ps->fade_start);
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start = sbuf->filled - (ps->play_position + sbuf->filled - ps->fade_start);
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fade_pos = 0;
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}
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else {
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@ -247,62 +230,51 @@ static void play_op_fade(VGMSTREAM* vgmstream, sample_t* buf, int samples_done)
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fade_pos = ps->play_position - ps->fade_start;
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}
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if (to_do > samples_done - start)
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to_do = samples_done - start;
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if (to_do > sbuf->filled - start)
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to_do = sbuf->filled - start;
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//TODO: use delta fadedness to improve performance?
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for (int s = start; s < start + to_do; s++, fade_pos++) {
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double fadedness = (double)(ps->fade_duration - fade_pos) / ps->fade_duration;
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for (int ch = 0; ch < channels; ch++) {
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buf[s * channels + ch] = (sample_t)(buf[s*channels + ch] * fadedness);
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}
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}
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sbuf_fadeout(sbuf, start, to_do, fade_pos, ps->fade_duration);
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ps->fade_left -= to_do;
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/* next samples after fade end would be pad end/silence */
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sbuf_silence_s16(buf, samples_done, channels, (start + to_do));
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}
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// adds null samples after decode
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// pad-end works like fades, where part of buf is samples and part is padding (blank)
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// (beyond pad end normally is silence, except with segmented layout)
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static int play_op_pad_end(VGMSTREAM* vgmstream, sample_t* buf, int samples_done) {
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static void play_op_pad_end(VGMSTREAM* vgmstream, sbuf_t* sbuf) {
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play_config_t* pc = &vgmstream->config;
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play_state_t* ps = &vgmstream->pstate;
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if (pc->play_forever)
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return 0;
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if (samples_done == 0)
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return 0;
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if (ps->play_position + samples_done < ps->pad_end_start)
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return 0;
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int channels = vgmstream->pstate.output_channels;
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int skip = 0;
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int32_t to_do;
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return;
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if (ps->play_position + sbuf->filled < ps->pad_end_start)
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return;
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int start;
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int to_do;
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if (ps->play_position < ps->pad_end_start) {
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skip = ps->pad_end_start - ps->play_position;
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start = ps->pad_end_start - ps->play_position;
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to_do = ps->pad_end_duration;
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}
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else {
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skip = 0;
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start = 0;
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to_do = (ps->pad_end_start + ps->pad_end_duration) - ps->play_position;
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}
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if (to_do > samples_done - skip)
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to_do = samples_done - skip;
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if (to_do > sbuf->filled - start)
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to_do = sbuf->filled - start;
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sbuf_silence_s16(buf, to_do + skip, channels, skip);
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return skip + to_do;
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sbuf_silence_part(sbuf, start, to_do);
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//TO-DO: this never adds samples and just silences them, since decoder always returns something
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//sbuf->filled += ?
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}
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// clamp final play_position + done samples. Probably doesn't matter, but just in case.
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static void play_adjust_totals(VGMSTREAM* vgmstream, render_helper_t* renderer, int sample_count) {
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static void play_adjust_totals(VGMSTREAM* vgmstream, sbuf_t* sbuf, int sample_count) {
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play_state_t* ps = &vgmstream->pstate;
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ps->play_position += renderer->samples_done;
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ps->play_position += sbuf->filled;
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/* usually only happens when mixing layers of different lengths (where decoder keeps calling render) */
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if (!vgmstream->config.play_forever && ps->play_position > ps->play_duration) {
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@ -310,7 +282,7 @@ static void play_adjust_totals(VGMSTREAM* vgmstream, render_helper_t* renderer,
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if (excess > sample_count)
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excess = sample_count;
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renderer->samples_done = (sample_count - excess);
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sbuf->filled = (sample_count - excess);
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ps->play_position = ps->play_duration;
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}
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@ -326,52 +298,51 @@ static void play_adjust_totals(VGMSTREAM* vgmstream, render_helper_t* renderer,
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* \ end-fade |
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*
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* Which part we are in depends on play_position. Because vgmstream render's
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* buf may fall anywhere in the middle of all that. Since some ops add "fake" (non-decoded)
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* samples to buf, we need to
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* buf may fall anywhere in the middle of all that. Some ops add "fake" (non-decoded)
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* samples to buf.
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*/
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int render_vgmstream(sample_t* buf, int32_t sample_count, VGMSTREAM* vgmstream) {
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render_helper_t renderer = {0};
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renderer.tmpbuf = buf;
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renderer.samples_done = 0;
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renderer.samples_to_do = sample_count;
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sbuf_t sbuf = {0};
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sbuf_init_s16(&sbuf, buf, sample_count, vgmstream->channels);
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//sbuf_init16(&renderer.sbuf, buf, sample_count, vgmstream->channels);
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/* simple mode with no settings (just skip everything below) */
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/* simple mode with no play settings (just skip everything below) */
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if (!vgmstream->config_enabled) {
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render_layout(buf, renderer.samples_to_do, vgmstream);
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mix_vgmstream(buf, renderer.samples_to_do, vgmstream);
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return renderer.samples_to_do;
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render_layout(buf, sample_count, vgmstream);
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sbuf.filled = sample_count;
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mix_vgmstream(&sbuf, vgmstream);
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return sample_count;
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}
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/* adds empty samples to buf and moves it */
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play_op_pad_begin(vgmstream, &renderer);
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/* trim decoder output (may go anywhere before main render since it doesn't use render output, but easier first) */
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play_op_trim(vgmstream, &sbuf);
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/* trim decoder output (may go anywhere before main render since it doesn't use render output) */
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play_op_trim(vgmstream, &renderer);
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/* adds empty samples to buf and moves it */
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play_op_pad_begin(vgmstream, &sbuf);
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/* main decode */
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int done = render_layout(renderer.tmpbuf, renderer.samples_to_do, vgmstream);
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sbuf_t sbuf_tmp = sbuf;
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sbuf_consume(&sbuf_tmp, sbuf_tmp.filled);
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int done = render_layout(sbuf_tmp.buf, sbuf_tmp.samples, vgmstream);
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sbuf.filled += done;
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mix_vgmstream(renderer.tmpbuf, done, vgmstream);
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mix_vgmstream(&sbuf, vgmstream);
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sbuf.channels = vgmstream->pstate.output_channels;
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/* simple fadeout over decoded data (after mixing since usually results in less samples) */
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play_op_fade(vgmstream, renderer.tmpbuf, done);
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play_op_fade(vgmstream, &sbuf);
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/* silence leftover buf samples (after fade as rarely may mix decoded buf + trim samples when no fade is set)
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* (could be done before render to "consume" buf but doesn't matter much) */
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play_op_pad_end(vgmstream, renderer.tmpbuf, done);
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renderer.samples_done += done;
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//renderer.samples_to_do -= done; //not useful at this point
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//renderer.tmpbuf += done * vgmstream->pstate.output_channels;
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play_op_pad_end(vgmstream, &sbuf);
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play_adjust_totals(vgmstream, &renderer, sample_count);
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return renderer.samples_done;
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play_adjust_totals(vgmstream, &sbuf, sample_count);
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return sbuf.filled;
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}
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105
src/base/sbuf.c
105
src/base/sbuf.c
@ -22,6 +22,41 @@ void sbuf_init_f32(sbuf_t* sbuf, float* buf, int samples, int channels) {
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}
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static int get_sample_size(sfmt_t fmt) {
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switch(fmt) {
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case SFMT_F32:
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case SFMT_FLT:
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return 0x04;
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case SFMT_S16:
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return 0x02;
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default:
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return 0;
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}
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}
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void* sbuf_get_filled_buf(sbuf_t* sbuf) {
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int sample_size = get_sample_size(sbuf->fmt);
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uint8_t* buf = sbuf->buf;
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buf += sbuf->filled * sbuf->channels * sample_size;
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return buf;
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}
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void sbuf_consume(sbuf_t* sbuf, int count) {
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int sample_size = get_sample_size(sbuf->fmt);
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if (sample_size <= 0)
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return;
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if (count > sbuf->samples || count > sbuf->filled) //TODO?
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return;
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uint8_t* buf = sbuf->buf;
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buf += count * sbuf->channels * sample_size;
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sbuf->buf = buf;
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sbuf->filled -= count;
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sbuf->samples -= count;
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}
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/* when casting float to int, value is simply truncated:
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* - (int)1.7 = 1, (int)-1.7 = -1
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* alts for more accurate rounding could be:
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@ -46,6 +81,16 @@ static inline int float_to_int(float val) {
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#endif
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}
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static inline int double_to_int(double val) {
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#if 1
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return (int)val;
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#elif defined(_MSC_VER)
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return (int)val;
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#else
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return lrintf(val);
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#endif
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}
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//TODO decide if using float 1.0 style or 32767 style (fuzzy PCM when doing that)
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//TODO: maybe use macro-style templating (but kinda ugly)
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void sbuf_copy_to_f32(float* dst, sbuf_t* sbuf) {
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@ -136,7 +181,19 @@ void sbuf_copy_layers(sample_t* dst, int dst_channels, sample_t* src, int src_ch
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}
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void sbuf_silence_s16(sample_t* dst, int samples, int channels, int filled) {
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memset(dst + filled * channels, 0, (samples - filled) * channels * sizeof(sample_t));
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memset(dst + filled * channels, 0, (samples - filled) * channels * sizeof(sample_t));
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}
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void sbuf_silence_part(sbuf_t* sbuf, int from, int count) {
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int sample_size = get_sample_size(sbuf->fmt);
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uint8_t* buf = sbuf->buf;
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buf += from * sbuf->channels * sample_size;
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memset(buf, 0, count * sbuf->channels * sample_size);
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}
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void sbuf_silence_rest(sbuf_t* sbuf) {
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sbuf_silence_part(sbuf, sbuf->filled, sbuf->samples - sbuf->filled);
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}
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bool sbuf_realloc(sample_t** dst, int samples, int channels) {
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@ -146,3 +203,49 @@ bool sbuf_realloc(sample_t** dst, int samples, int channels) {
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*dst = outbuf_re;
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return true;
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}
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void sbuf_fadeout(sbuf_t* sbuf, int start, int to_do, int fade_pos, int fade_duration) {
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//TODO: use interpolated fadedness to improve performance?
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//TODO: use float fadedness?
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int s = start * sbuf->channels;
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int s_end = (start + to_do) * sbuf->channels;
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switch(sbuf->fmt) {
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case SFMT_S16: {
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int16_t* buf = sbuf->buf;
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while (s < s_end) {
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double fadedness = (double)(fade_duration - fade_pos) / fade_duration;
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fade_pos++;
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for (int ch = 0; ch < sbuf->channels; ch++) {
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buf[s] = double_to_int(buf[s] * fadedness);
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s++;
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}
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}
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break;
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}
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case SFMT_FLT:
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case SFMT_F32: {
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float* buf = sbuf->buf;
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while (s < s_end) {
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double fadedness = (double)(fade_duration - fade_pos) / fade_duration;
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fade_pos++;
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for (int ch = 0; ch < sbuf->channels; ch++) {
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buf[s] = double_to_int(buf[s] * fadedness);
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s++;
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}
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}
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break;
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}
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default:
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break;
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}
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/* next samples after fade end would be pad end/silence */
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int count = sbuf->filled - (start + to_do);
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sbuf_silence_part(sbuf, start + to_do, count);
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}
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@ -15,7 +15,7 @@ typedef enum {
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} sfmt_t;
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/* simple buffer info for internal mixing
|
||||
/* simple buffer info to pass around, for internal mixing
|
||||
* meant to held existing sound buffer pointers rather than alloc'ing directly (some ops will swap/move its internals) */
|
||||
typedef struct {
|
||||
void* buf; /* current sample buffer */
|
||||
@ -30,9 +30,12 @@ void sbuf_init_s16(sbuf_t* sbuf, int16_t* buf, int samples, int channels);
|
||||
|
||||
void sbuf_init_f32(sbuf_t* sbuf, float* buf, int samples, int channels);
|
||||
|
||||
void* sbuf_get_filled_buf(sbuf_t* sbuf);
|
||||
|
||||
//void sbuf_clamp(sbuf_t* sbuf, int samples);
|
||||
|
||||
//void sbuf_consume(sbuf_t* sbuf, int samples);
|
||||
/* move buf by samples amount to simplify some code (will lose base buf pointer) */
|
||||
void sbuf_consume(sbuf_t* sbuf, int count);
|
||||
|
||||
/* it's probably slightly faster to make those inline'd, but aren't called that often to matter (given big enough total samples) */
|
||||
|
||||
@ -46,7 +49,11 @@ void sbuf_copy_samples(sample_t* dst, int dst_channels, sample_t* src, int src_c
|
||||
void sbuf_copy_layers(sample_t* dst, int dst_channels, sample_t* src, int src_channels, int samples_to_do, int samples_filled, int dst_ch_start);
|
||||
|
||||
void sbuf_silence_s16(sample_t* dst, int samples, int channels, int filled);
|
||||
void sbuf_silence_rest(sbuf_t* sbuf);
|
||||
void sbuf_silence_part(sbuf_t* sbuf, int from, int count);
|
||||
|
||||
bool sbuf_realloc(sample_t** dst, int samples, int channels);
|
||||
|
||||
void sbuf_fadeout(sbuf_t* sbuf, int start, int to_do, int fade_pos, int fade_duration);
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user