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alexbevi
GitHub Repository: alexbevi/BizHawk
Path: blob/master/BizHawk.Emulation.Common/Sound/Utilities/Metaspu.cs
2 views
using System;
using System.Collections.Generic;

namespace BizHawk.Emulation.Common
{
	/// <summary>
	/// uses Metaspu to provide async sound to an ISoundProvider that does not provide its own async implementation
	/// </summary>
	// Sound Refactor TODO: rename me to MetaspuAsyncSoundProvider
	public class MetaspuAsync : ISoundProvider
	{
		private readonly ISynchronizingAudioBuffer buffer;
		private readonly ISoundProvider input;

		public MetaspuAsync(ISoundProvider input, ESynchMethod method)
		{
			input.SetSyncMode(SyncSoundMode.Sync);
			buffer = Metaspu.metaspu_construct(method);
			this.input = input;
		}

		public void GetSamplesAsync(short[] samples)
		{
			short[] sampin;
			int numsamp;
			input.GetSamplesSync(out sampin, out numsamp);
			buffer.enqueue_samples(sampin, numsamp);
			buffer.output_samples(samples, samples.Length / 2);
		}

		public void DiscardSamples()
		{
			input.DiscardSamples();
			buffer.clear();
		}

		public bool CanProvideAsync
		{
			get { return true; }
		}

		public SyncSoundMode SyncMode
		{
			get { return SyncSoundMode.Async; }
		}

		public void SetSyncMode(SyncSoundMode mode)
		{
			if (mode != SyncSoundMode.Async)
			{
				throw new NotSupportedException("Only Async mode is supported");
			}
		}

		public void GetSamplesSync(out short[] samples, out int nsamp)
		{
			throw new InvalidOperationException("Sync mode not supported");
		}
	}

	public interface ISynchronizingAudioBuffer
	{
		void enqueue_samples(short[] buf, int samples_provided);
		void enqueue_sample(short left, short right);
		void clear();

		//returns the number of samples actually supplied, which may not match the number requested
		// ^^ what the hell is that supposed to mean.
		// the entire point of an ISynchronzingAudioBuffer
		// is to provide exact amounts of output samples,
		// even when the input provided varies....
		int output_samples(short[] buf, int samples_requested);
	};

	public enum ESynchMethod
	{
		ESynchMethod_N, //nitsuja's
		ESynchMethod_Z, //zero's
		//ESynchMethod_P, //PCSX2 spu2-x //ohno! not available yet in c#
		ESynchMethod_V // vecna
	};

	public static class Metaspu
	{
		public static ISynchronizingAudioBuffer metaspu_construct(ESynchMethod method)
		{
			switch (method)
			{
				case ESynchMethod.ESynchMethod_Z:
					return new ZeromusSynchronizer();
				case ESynchMethod.ESynchMethod_N:
					return new NitsujaSynchronizer();
				case ESynchMethod.ESynchMethod_V:
					return new VecnaSynchronizer();
				default:
					return new NitsujaSynchronizer();
			}
		}
	}

	class ZeromusSynchronizer : ISynchronizingAudioBuffer
	{
		public ZeromusSynchronizer()
		{
			//#ifdef NDEBUG
			adjustobuf = new Adjustobuf(200, 1000);
			//#else
			//adjustobuf = new Adjustobuf(22000, 44000);
			//#endif

		}

		//adjustobuf(200,1000)
		bool mixqueue_go;

		public void clear()
		{
			adjustobuf.clear();
		}

		public void enqueue_sample(short left, short right)
		{
			adjustobuf.enqueue(left, right);
		}

		public void enqueue_samples(short[] buf, int samples_provided)
		{
			int ctr = 0;
			for (int i = 0; i < samples_provided; i++)
			{
				short left = buf[ctr++];
				short right = buf[ctr++];
				adjustobuf.enqueue(left, right);
			}
		}

		//returns the number of samples actually supplied, which may not match the number requested
		public int output_samples(short[] buf, int samples_requested)
		{
			int ctr = 0;
			int done = 0;
			if (!mixqueue_go)
			{
				if (adjustobuf.size > 200)
					mixqueue_go = true;
			}
			else
			{
				for (int i = 0; i < samples_requested; i++)
				{
					if (adjustobuf.size == 0)
					{
						mixqueue_go = false;
						break;
					}
					done++;
					short left, right;
					adjustobuf.dequeue(out left, out right);
					buf[ctr++] = left;
					buf[ctr++] = right;
				}
			}

			return done;
		}

		private readonly Adjustobuf adjustobuf;
		class Adjustobuf
		{
			public Adjustobuf(int _minLatency, int _maxLatency)
			{
				minLatency = _minLatency;
				maxLatency = _maxLatency;
				clear();
			}

			float rate, cursor;
			int minLatency, targetLatency, maxLatency;
			Queue<short> buffer = new Queue<short>();
			Queue<int> statsHistory = new Queue<int>();
			public int size = 0;
			short[] curr = new short[2];

			public void clear()
			{
				buffer.Clear();
				statsHistory.Clear();
				rollingTotalSize = 0;
				targetLatency = (maxLatency + minLatency) / 2;
				rate = 1.0f;
				cursor = 0.0f;
				curr[0] = curr[1] = 0;
				kAverageSize = 80000;
				size = 0;
			}

			public void enqueue(short left, short right)
			{
				buffer.Enqueue(left);
				buffer.Enqueue(right);
				size++;
			}

			long rollingTotalSize;

			uint kAverageSize;

			void addStatistic()
			{
				statsHistory.Enqueue(size);
				rollingTotalSize += size;
				if (statsHistory.Count > kAverageSize)
				{
					rollingTotalSize -= statsHistory.Peek();
					statsHistory.Dequeue();

					float averageSize = (float)(rollingTotalSize / kAverageSize);
					//static int ctr=0;  ctr++; if((ctr&127)==0) printf("avg size: %f curr size: %d rate: %f\n",averageSize,size,rate);
					{
						float targetRate;
						if (averageSize < targetLatency)
						{
							targetRate = 1.0f - (targetLatency - averageSize) / kAverageSize;
						}
						else if (averageSize > targetLatency)
						{
							targetRate = 1.0f + (averageSize - targetLatency) / kAverageSize;
						}
						else targetRate = 1.0f;

						//rate = moveValueTowards(rate,targetRate,0.001f);
						rate = targetRate;
					}

				}


			}

			public void dequeue(out short left, out short right)
			{
				left = right = 0;
				addStatistic();
				if (size == 0) { return; }
				cursor += rate;
				while (cursor > 1.0f)
				{
					cursor -= 1.0f;
					if (size > 0)
					{
						curr[0] = buffer.Dequeue();
						curr[1] = buffer.Dequeue();
						size--;
					}
				}
				left = curr[0];
				right = curr[1];
			}
		}
	}

	class NitsujaSynchronizer : ISynchronizingAudioBuffer
	{
		struct ssamp
		{
			public short l, r;
			public ssamp(short ll, short rr) { l = ll; r = rr; }
		};

		List<ssamp> sampleQueue = new List<ssamp>();

		// returns values going between 0 and y-1 in a saw wave pattern, based on x
		static int pingpong(int x, int y)
		{
			x %= 2 * y;
			if (x >= y)
				x = 2 * y - x - 1;
			return x;

			// in case we want to switch to odd buffer sizes for more sharpness
			//x %= 2*(y-1);
			//if(x >= y)
			//	x = 2*(y-1) - x;
			//return x;
		}

		static ssamp crossfade(ssamp lhs, ssamp rhs, int cur, int start, int end)
		{
			if (cur <= start)
				return lhs;
			if (cur >= end)
				return rhs;

			// in case we want sine wave interpolation instead of linear here
			//float ang = 3.14159f * (float)(cur - start) / (float)(end - start);
			//cur = start + (int)((1-cosf(ang))*0.5f * (end - start));

			int inNum = cur - start;
			int outNum = end - cur;
			int denom = end - start;

			int lrv = ((int)lhs.l * outNum + (int)rhs.l * inNum) / denom;
			int rrv = ((int)lhs.r * outNum + (int)rhs.r * inNum) / denom;

			return new ssamp((short)lrv, (short)rrv);
		}

		public void clear()
		{
			sampleQueue.Clear();
		}

		static void emit_sample(short[] outbuf, ref int cursor, ssamp sample)
		{
			outbuf[cursor++] = sample.l;
			outbuf[cursor++] = sample.r;
		}

		static void emit_samples(short[] outbuf, ref int outcursor, ssamp[] samplebuf, int incursor, int samples)
		{
			for (int i = 0; i < samples; i++)
				emit_sample(outbuf, ref outcursor, samplebuf[i + incursor]);
		}

		static short abs(short value)
		{
			if (value < 0) return (short)-value;
			else return value;
		}

		static int abs(int value)
		{
			if (value < 0) return -value;
			else return value;
		}

		public void enqueue_samples(short[] buf, int samples_provided)
		{
			int cursor = 0;
			for (int i = 0; i < samples_provided; i++)
			{
				sampleQueue.Add(new ssamp(buf[cursor + 0], buf[cursor + 1]));
				cursor += 2;
			}
		}

		public void enqueue_sample(short left, short right)
		{
			sampleQueue.Add(new ssamp(left, right));
		}

		public int output_samples(short[] buf, int samples_requested)
		{
			Console.WriteLine("{0} {1}", samples_requested, sampleQueue.Count); //add this line


			int bufcursor = 0;
			int audiosize = samples_requested;
			int queued = sampleQueue.Count;

			// I am too lazy to deal with odd numbers
			audiosize &= ~1;
			queued &= ~1;

			if (queued > 0x200 && audiosize > 0) // is there any work to do?
			{
				// are we going at normal speed?
				// or more precisely, are the input and output queues/buffers of similar size?
				if (queued > 900 || audiosize > queued * 2)
				{
					// not normal speed. we have to resample it somehow in this case.
					if (audiosize <= queued)
					{
						// fast forward speed
						// this is the easy case, just crossfade it and it sounds ok
						for (int i = 0; i < audiosize; i++)
						{
							int j = i + queued - audiosize;
							ssamp outsamp = crossfade(sampleQueue[i], sampleQueue[j], i, 0, audiosize);
							emit_sample(buf, ref bufcursor, outsamp);
						}
					}
					else
					{
						// slow motion speed
						// here we take a very different approach,
						// instead of crossfading it, we select a single sample from the queue
						// and make sure that the index we use to select a sample is constantly moving
						// and that it starts at the first sample in the queue and ends on the last one.
						//
						// hopefully the index doesn't move discontinuously or we'll get slight crackling
						// (there might still be a minor bug here that causes this occasionally)
						//
						// here's a diagram of how the index we sample from moves:
						//
						// queued (this axis represents the index we sample from. the top means the end of the queue)
						// ^
						// |   --> audiosize (this axis represents the output index we write to, right meaning forward in output time/position)
						// |   A           C       C  end
						//    A A     B   C C     C
						//   A   A   A B C   C   C
						//  A     A A   B     C C
						// A       A           C
						// start
						//
						// yes, this means we are spending some stretches of time playing the sound backwards,
						// but the stretches are short enough that this doesn't sound weird.
						// this lets us avoid most crackling problems due to the endpoints matching up.

						// first calculate a shorter-than-full window
						// that has minimal slope at the endpoints
						// (to further reduce crackling, especially in sine waves)
						int beststart = 0, extraAtEnd = 0;
						{
							int bestend = queued;
							const int worstdiff = 99999999;
							int beststartdiff = worstdiff;
							int bestenddiff = worstdiff;
							for (int i = 0; i < 128; i += 2)
							{
								int diff = abs(sampleQueue[i].l - sampleQueue[i + 1].l) + abs(sampleQueue[i].r - sampleQueue[i + 1].r);
								if (diff < beststartdiff)
								{
									beststartdiff = diff;
									beststart = i;
								}
							}
							for (int i = queued - 3; i > queued - 3 - 128; i -= 2)
							{
								int diff = abs(sampleQueue[i].l - sampleQueue[i + 1].l) + abs(sampleQueue[i].r - sampleQueue[i + 1].r);
								if (diff < bestenddiff)
								{
									bestenddiff = diff;
									bestend = i + 1;
								}
							}

							extraAtEnd = queued - bestend;
							queued = bestend - beststart;

							int oksize = queued;
							while (oksize + queued * 2 + beststart + extraAtEnd <= samples_requested)
								oksize += queued * 2;
							audiosize = oksize;

							for (int x = 0; x < beststart; x++)
							{
								emit_sample(buf, ref bufcursor, sampleQueue[x]);
							}
							//sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin() + beststart);
							sampleQueue.RemoveRange(0, beststart);
							//zero 08-nov-2010: did i do this right?
						}


						int midpointX = audiosize >> 1;
						int midpointY = queued >> 1;

						// all we need to do here is calculate the X position of the leftmost "B" in the above diagram.
						// TODO: we should calculate it with a simple equation like
						//   midpointXOffset = min(something,somethingElse);
						// but it's a little difficult to work it out exactly
						// so here's a stupid search for the value for now:

						int prevA = 999999;
						int midpointXOffset = queued / 2;
						while (true)
						{
							int a = abs(pingpong(midpointX - midpointXOffset, queued) - midpointY) - midpointXOffset;
							if (((a > 0) != (prevA > 0) || (a < 0) != (prevA < 0)) && prevA != 999999)
							{
								if (((a + prevA) & 1) != 0) // there's some sort of off-by-one problem with this search since we're moving diagonally...
									midpointXOffset++; // but this fixes it most of the time...
								break; // found it
							}
							prevA = a;
							midpointXOffset--;
							if (midpointXOffset < 0)
							{
								midpointXOffset = 0;
								break; // failed to find it. the two sides probably meet exactly in the center.
							}
						}

						int leftMidpointX = midpointX - midpointXOffset;
						int rightMidpointX = midpointX + midpointXOffset;
						int leftMidpointY = pingpong(leftMidpointX, queued);
						int rightMidpointY = (queued - 1) - pingpong((int)audiosize - 1 - rightMidpointX + queued * 2, queued);

						// output the left almost-half of the sound (section "A")
						for (int x = 0; x < leftMidpointX; x++)
						{
							int i = pingpong(x, queued);
							emit_sample(buf, ref bufcursor, sampleQueue[i]);
						}

						// output the middle stretch (section "B")
						int y = leftMidpointY;
						int dyMidLeft = (leftMidpointY < midpointY) ? 1 : -1;
						int dyMidRight = (rightMidpointY > midpointY) ? 1 : -1;
						for (int x = leftMidpointX; x < midpointX; x++, y += dyMidLeft)
							emit_sample(buf, ref bufcursor, sampleQueue[y]);
						for (int x = midpointX; x < rightMidpointX; x++, y += dyMidRight)
							emit_sample(buf, ref bufcursor, sampleQueue[y]);

						// output the end of the queued sound (section "C")
						for (int x = rightMidpointX; x < audiosize; x++)
						{
							int i = (queued - 1) - pingpong((int)audiosize - 1 - x + queued * 2, queued);
							emit_sample(buf, ref bufcursor, sampleQueue[i]);
						}

						for (int x = 0; x < extraAtEnd; x++)
						{
							int i = queued + x;
							emit_sample(buf, ref bufcursor, sampleQueue[i]);
						}
						queued += extraAtEnd;
						audiosize += beststart + extraAtEnd;
					} //end else

					//sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin() + queued);
					sampleQueue.RemoveRange(0, queued);
					//zero 08-nov-2010: did i do this right?
					return audiosize;
				}
				else
				{
					// normal speed
					// just output the samples straightforwardly.
					//
					// at almost-full speeds (like 50/60 FPS)
					// what will happen is that we rapidly fluctuate between entering this branch
					// and entering the "slow motion speed" branch above.
					// but that's ok! because all of these branches sound similar enough that we can get away with it.
					// so the two cases actually complement each other.

					if (audiosize >= queued)
					{
						emit_samples(buf, ref bufcursor, sampleQueue.ToArray(), 0, queued);
						//sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin() + queued);
						sampleQueue.RemoveRange(0, queued);
						//zero 08-nov-2010: did i do this right?
						return queued;
					}
					else
					{
						emit_samples(buf, ref bufcursor, sampleQueue.ToArray(), 0, audiosize);
						//sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin()+audiosize);
						sampleQueue.RemoveRange(0, audiosize);
						//zero 08-nov-2010: did i do this right?
						return audiosize;
					}

				} //end normal speed

			} //end if there is any work to do
			else
			{
				return 0;
			}

		} //output_samples


	}; //NitsujaSynchronizer

	class VecnaSynchronizer : ISynchronizingAudioBuffer
	{
		// vecna's attempt at a fully synchronous sound provider.
		// It's similar in philosophy to my "BufferedAsync" provider, but BufferedAsync is not
		// fully synchronous.

		// Like BufferedAsync, it tries to make most frames 100% correct and just suck it up
		// periodically and have a big bad-sounding mistake frame if it has to.

		// It is significantly less ambitious and elaborate than the other methods. 
		// We'll see if it works better or not!

		// It has a min and maximum amount of excess buffer to deal with minor overflows.
		// When fastforwarding, it will discard samples above the maximum excess buffer.

		// When underflowing, it will attempt to resample to a certain threshhold.
		// If it underflows beyond that threshhold, it will give up and output silence.
		// Since it has done this, it will go ahead and generate some excess silence in order
		// to restock its excess buffer.

		struct Sample
		{
			public short left, right;
			public Sample(short l, short r)
			{
				left = l;
				right = r;
			}
		}

		Queue<Sample> buffer;
		Sample[] resampleBuffer;

		const int SamplesInOneFrame = 735;
		const int MaxExcessSamples = 2048;

		public VecnaSynchronizer()
		{
			buffer = new Queue<Sample>(2048);
			resampleBuffer = new Sample[2730]; // 2048 * 1.25

			// Give us a little buffer wiggle-room
			for (int i = 0; i < 367; i++)
				buffer.Enqueue(new Sample(0, 0));
		}

		public void enqueue_samples(short[] buf, int samples_provided)
		{
			int ctr = 0;
			for (int i = 0; i < samples_provided; i++)
			{
				short left = buf[ctr++];
				short right = buf[ctr++];
				enqueue_sample(left, right);
			}
		}

		public void enqueue_sample(short left, short right)
		{
			if (buffer.Count >= MaxExcessSamples - 1)
			{
				// if buffer is overfull, dequeue old samples to make room for new samples.
				buffer.Dequeue();
			}
			buffer.Enqueue(new Sample(left, right));
		}

		public void clear()
		{
			buffer.Clear();
		}

		public int output_samples(short[] buf, int samples_requested)
		{
			if (samples_requested > buffer.Count)
			{
				// underflow!
				if (buffer.Count > samples_requested * 3 / 4)
				{
					// if we're within 75% of target, then I guess we suck it up and resample.
					// we sample in a goofy way, we could probably do it a bit smarter, if we cared more.

					int samples_available = buffer.Count;
					for (int i = 0; buffer.Count > 0; i++)
						resampleBuffer[i] = buffer.Dequeue();

					int index = 0;
					for (int i = 0; i < samples_requested; i++)
					{
						Sample sample = resampleBuffer[i * samples_available / samples_requested];
						buf[index++] += sample.left;
						buf[index++] += sample.right;
					}
				}
				else
				{
					// we're outside of a "reasonable" underflow. Give up and output silence.
					// Do nothing. The whole frame will be excess buffer.
				}
			}
			else
			{
				// normal operation
				//Console.WriteLine("samples in buffer {0}, requested {1}", buffer.Count, samples_requested);
				int index = 0;
				for (int i = 0; i < samples_requested && buffer.Count > 0; i++)
				{
					Sample sample = buffer.Dequeue();
					buf[index++] += sample.left;
					buf[index++] += sample.right;
				}
			}
			return samples_requested;
		}
	}
}