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https://github.com/HarbourMasters/Shipwright.git
synced 2025-07-11 15:46:19 -07:00
Fix the SFX extractor. Should use less memory now too as the end of sound detection had regressed as well.
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24e617b765
commit
0fb52ab567
4 changed files with 25 additions and 22 deletions
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@ -13,26 +13,29 @@ void AudioMgr_CreateNextAudioBuffer(s16* samples, u32 num_samples);
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extern bool freezeGame;
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}
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bool SfxExtractor::isAllZero(int16_t* buffer, size_t count) {
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bool SfxExtractor::isAllSilence(int16_t* buffer, size_t count) {
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for (size_t i = 0; i < count; i++) {
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if (buffer[i] != 0)
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if (!isSilentSample(buffer[i]))//Tolerance for low-amplitude dither noise.
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return false;
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}
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return true;
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}
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bool SfxExtractor::isSilentSample(int16_t sample) {
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return abs(sample) <= SFX_EXTRACTION_SILENCE_THRESHOLD;
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}
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// Find the beginning of a captured signal.
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size_t SfxExtractor::adjustedStartOfInput() {
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size_t startOfInput = 0;
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while (startOfInput + 2 < SFX_EXTRACTION_BUFFER_SIZE * 2 &&
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(tempBuffer[startOfInput] == 0 || tempBuffer[startOfInput + 1] == 0)) {
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while (startOfInput + 2 < SFX_EXTRACTION_BUFFER_SIZE * 2 && isSilentSample(tempBuffer[startOfInput]) && isSilentSample(tempBuffer[startOfInput + 1])) {
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startOfInput += 2;
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}
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return startOfInput;
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}
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size_t SfxExtractor::adjustedEndOfInput(size_t endOfInput) {
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while (endOfInput > 0 && (tempBuffer[endOfInput] == 0 || tempBuffer[endOfInput - 1] == 0)) {
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while (endOfInput > 0 && (!isSilentSample(tempBuffer[endOfInput]) || isSilentSample(tempBuffer[endOfInput - 1]))) {
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endOfInput -= 2;
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}
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return endOfInput;
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@ -82,6 +85,7 @@ void SfxExtractor::setup() {
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}
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sfxToRip = 0;
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currentSfx = -1;
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currentStep = STEP_MAIN;
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archive = std::make_shared<Ship::O2rArchive>(sohAccessibilityPath);
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archive->Open();
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@ -89,11 +93,11 @@ void SfxExtractor::setup() {
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}
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void SfxExtractor::ripNextSfx() {
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{
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auto lock = OTRAudio_Lock();
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//This entire method is expected to be atomic; Don't try to narrow the scope of this lock please!
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//Todo: remove the thread altogether as we don't actually need or want parallelism here.
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auto lock = OTRAudio_Lock();
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if (captureThreadState == CT_READY || captureThreadState == CT_PRIMING)
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return; // Keep going.
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}
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// 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
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// as it takes to get back to a blank slate.
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if (currentSfx != -1) {
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@ -111,11 +115,7 @@ void SfxExtractor::ripNextSfx() {
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currentSfx = sfxTable[sfxToRip++];
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Audio_PlaySoundGeneral(currentSfx, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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{
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auto lock = OTRAudio_Lock();
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captureThreadState = CT_READY;
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}
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maybeGiveProgressReport();
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}
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void SfxExtractor::finished() {
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@ -168,9 +168,10 @@ void SfxExtractor::frameCallback() {
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}
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void SfxExtractor::prime() {
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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.
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do {
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AudioMgr_CreateNextAudioBuffer(tempBuffer + 0, SFX_EXTRACTION_ONE_FRAME);
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} while (isAllZero(tempBuffer + 0, SFX_EXTRACTION_ONE_FRAME * 2));
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} while (frameLimit ++ < 200 && !isAllSilence(tempBuffer + 0, SFX_EXTRACTION_ONE_FRAME * 2));
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captureThreadState = CT_FINISHED;
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}
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@ -187,7 +188,7 @@ void SfxExtractor::captureCallback() {
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while (samplesLeft > 0) {
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AudioMgr_CreateNextAudioBuffer(mark, SFX_EXTRACTION_ONE_FRAME);
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if (isAllZero(mark, SFX_EXTRACTION_ONE_FRAME * 2)) {
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if (isAllSilence(mark, SFX_EXTRACTION_ONE_FRAME * 2)) {
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if (outputStarted) {
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break;
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} else if (waitTime++ < 300) {
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@ -1,8 +1,10 @@
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#pragma once
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#include "libultraship/libultraship.h"
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#define SFX_EXTRACTION_BUFFER_SIZE 44100 * 15
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#define SFX_EXTRACTION_ONE_FRAME 736
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#define SFX_EXTRACTION_BUFFER_SIZE 32000 * 15
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#define SFX_EXTRACTION_ONE_FRAME 560
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#define SFX_EXTRACTION_SILENCE_THRESHOLD 6//Corresponds to an amplitude of -75dB.
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enum CaptureThreadStates {
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CT_WAITING, // for a sound to start ripping.
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@ -29,7 +31,8 @@ class SfxExtractor {
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// Stores raw audio data for the sfx currently being ripped.
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int16_t tempBuffer[(SFX_EXTRACTION_BUFFER_SIZE + SFX_EXTRACTION_ONE_FRAME * 3) * 2];
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// Check if a buffer contains meaningful audio output.
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bool isAllZero(int16_t* buffer, size_t count);
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bool isAllSilence(int16_t* buffer, size_t count);
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bool isSilentSample(int16_t sample);
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size_t adjustedStartOfInput();
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size_t adjustedEndOfInput(size_t endOfInput);
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bool renderOutput(size_t endOfInput);
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@ -2628,7 +2628,8 @@ extern "C" void Gfx_RegisterBlendedTexture(const char* name, u8* mask, u8* repla
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void OTRAudio_SfxCaptureThread() {
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while (audio.running) {
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{
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// This entire body is expected to be atomic; Don't try to narrow the scope of this lock please!
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// Todo: remove the thread altogether as we don't actually need or want parallelism here.
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std::unique_lock<std::mutex> Lock(audio.mutex);
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while (!audio.processing && audio.running) {
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audio.cv_to_thread.wait(Lock);
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@ -2637,8 +2638,6 @@ void OTRAudio_SfxCaptureThread() {
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if (!audio.running) {
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break;
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}
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}
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std::unique_lock<std::mutex> Lock(audio.mutex);
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#if !defined(__SWITCH__) && !defined(__WIIU__)
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ActorAccessibility_DoSoundExtractionStep();
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#endif
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