Fix the SFX extractor. Should use less memory now too as the end of sound detection had regressed as well.

This commit is contained in:
caturria 2025-07-03 20:27:22 -04:00
parent 24e617b765
commit 0fb52ab567
4 changed files with 25 additions and 22 deletions

View file

@ -13,26 +13,29 @@ void AudioMgr_CreateNextAudioBuffer(s16* samples, u32 num_samples);
extern bool freezeGame;
}
bool SfxExtractor::isAllZero(int16_t* buffer, size_t count) {
bool SfxExtractor::isAllSilence(int16_t* buffer, size_t count) {
for (size_t i = 0; i < count; i++) {
if (buffer[i] != 0)
if (!isSilentSample(buffer[i]))//Tolerance for low-amplitude dither noise.
return false;
}
return true;
}
bool SfxExtractor::isSilentSample(int16_t sample) {
return abs(sample) <= SFX_EXTRACTION_SILENCE_THRESHOLD;
}
// Find the beginning of a captured signal.
size_t SfxExtractor::adjustedStartOfInput() {
size_t startOfInput = 0;
while (startOfInput + 2 < SFX_EXTRACTION_BUFFER_SIZE * 2 &&
(tempBuffer[startOfInput] == 0 || tempBuffer[startOfInput + 1] == 0)) {
while (startOfInput + 2 < SFX_EXTRACTION_BUFFER_SIZE * 2 && isSilentSample(tempBuffer[startOfInput]) && isSilentSample(tempBuffer[startOfInput + 1])) {
startOfInput += 2;
}
return startOfInput;
}
size_t SfxExtractor::adjustedEndOfInput(size_t endOfInput) {
while (endOfInput > 0 && (tempBuffer[endOfInput] == 0 || tempBuffer[endOfInput - 1] == 0)) {
while (endOfInput > 0 && (!isSilentSample(tempBuffer[endOfInput]) || isSilentSample(tempBuffer[endOfInput - 1]))) {
endOfInput -= 2;
}
return endOfInput;
@ -82,6 +85,7 @@ void SfxExtractor::setup() {
}
sfxToRip = 0;
currentSfx = -1;
currentStep = STEP_MAIN;
archive = std::make_shared<Ship::O2rArchive>(sohAccessibilityPath);
archive->Open();
@ -89,11 +93,11 @@ void SfxExtractor::setup() {
}
void SfxExtractor::ripNextSfx() {
{
auto lock = OTRAudio_Lock();
//This entire method is expected to be atomic; Don't try to narrow the scope of this lock please!
//Todo: remove the thread altogether as we don't actually need or want parallelism here.
auto lock = OTRAudio_Lock();
if (captureThreadState == CT_READY || captureThreadState == CT_PRIMING)
return; // Keep going.
}
// Was the last sfx a loop? If so then we need to stop it, and then we need to run audio out to nowhere for as long
// as it takes to get back to a blank slate.
if (currentSfx != -1) {
@ -111,11 +115,7 @@ void SfxExtractor::ripNextSfx() {
currentSfx = sfxTable[sfxToRip++];
Audio_PlaySoundGeneral(currentSfx, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
{
auto lock = OTRAudio_Lock();
captureThreadState = CT_READY;
}
maybeGiveProgressReport();
}
void SfxExtractor::finished() {
@ -168,9 +168,10 @@ void SfxExtractor::frameCallback() {
}
void SfxExtractor::prime() {
int frameLimit = 0;//A couple of sounds don't come to a full stop until another sound is loaded, but should be effectively silent after a couple of seconds.
do {
AudioMgr_CreateNextAudioBuffer(tempBuffer + 0, SFX_EXTRACTION_ONE_FRAME);
} while (isAllZero(tempBuffer + 0, SFX_EXTRACTION_ONE_FRAME * 2));
} while (frameLimit ++ < 200 && !isAllSilence(tempBuffer + 0, SFX_EXTRACTION_ONE_FRAME * 2));
captureThreadState = CT_FINISHED;
}
@ -187,7 +188,7 @@ void SfxExtractor::captureCallback() {
while (samplesLeft > 0) {
AudioMgr_CreateNextAudioBuffer(mark, SFX_EXTRACTION_ONE_FRAME);
if (isAllZero(mark, SFX_EXTRACTION_ONE_FRAME * 2)) {
if (isAllSilence(mark, SFX_EXTRACTION_ONE_FRAME * 2)) {
if (outputStarted) {
break;
} else if (waitTime++ < 300) {

View file

@ -1,8 +1,10 @@
#pragma once
#include "libultraship/libultraship.h"
#define SFX_EXTRACTION_BUFFER_SIZE 44100 * 15
#define SFX_EXTRACTION_ONE_FRAME 736
#define SFX_EXTRACTION_BUFFER_SIZE 32000 * 15
#define SFX_EXTRACTION_ONE_FRAME 560
#define SFX_EXTRACTION_SILENCE_THRESHOLD 6//Corresponds to an amplitude of -75dB.
enum CaptureThreadStates {
CT_WAITING, // for a sound to start ripping.
@ -29,7 +31,8 @@ class SfxExtractor {
// Stores raw audio data for the sfx currently being ripped.
int16_t tempBuffer[(SFX_EXTRACTION_BUFFER_SIZE + SFX_EXTRACTION_ONE_FRAME * 3) * 2];
// Check if a buffer contains meaningful audio output.
bool isAllZero(int16_t* buffer, size_t count);
bool isAllSilence(int16_t* buffer, size_t count);
bool isSilentSample(int16_t sample);
size_t adjustedStartOfInput();
size_t adjustedEndOfInput(size_t endOfInput);
bool renderOutput(size_t endOfInput);

View file

@ -1092,7 +1092,7 @@ const s16 sfxTable[] = {
NA_SE_OC_SECRET_WARP_OUT,
NA_SE_OC_SECRET_HOLE_OUT,
NA_SE_OC_REVENGE,
NA_SE_OC_HINT_MOVIE,
NA_SE_OC_HINT_MOVIE,
NA_SE_OC_HINT_MOVIE2_WHITE,
NA_SE_OC_HINT_MOVIE_ZOOMIN,
NA_SE_OC_HIBIKI_ISHI,

View file

@ -2628,8 +2628,9 @@ extern "C" void Gfx_RegisterBlendedTexture(const char* name, u8* mask, u8* repla
void OTRAudio_SfxCaptureThread() {
while (audio.running) {
{
std::unique_lock<std::mutex> Lock(audio.mutex);
// This entire body is expected to be atomic; Don't try to narrow the scope of this lock please!
// Todo: remove the thread altogether as we don't actually need or want parallelism here.
std::unique_lock<std::mutex> Lock(audio.mutex);
while (!audio.processing && audio.running) {
audio.cv_to_thread.wait(Lock);
}
@ -2637,8 +2638,6 @@ void OTRAudio_SfxCaptureThread() {
if (!audio.running) {
break;
}
}
std::unique_lock<std::mutex> Lock(audio.mutex);
#if !defined(__SWITCH__) && !defined(__WIIU__)
ActorAccessibility_DoSoundExtractionStep();
#endif