godot/servers/audio/audio_stream.cpp
2017-01-21 19:01:00 -03:00

87 lines
3.9 KiB
C++

/*************************************************************************/
/* audio_stream.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "audio_stream.h"
//////////////////////////////
void AudioStreamPlaybackResampled::_begin_resample() {
//clear cubic interpolation history
internal_buffer[0]=AudioFrame(0.0,0.0);
internal_buffer[1]=AudioFrame(0.0,0.0);
internal_buffer[2]=AudioFrame(0.0,0.0);
internal_buffer[3]=AudioFrame(0.0,0.0);
//mix buffer
_mix_internal(internal_buffer+4,INTERNAL_BUFFER_LEN);
mix_offset=0;
}
void AudioStreamPlaybackResampled::mix(AudioFrame* p_buffer,float p_rate_scale,int p_frames) {
float target_rate = AudioServer::get_singleton()->get_mix_rate() * p_rate_scale;
uint64_t mix_increment = uint64_t((get_stream_sampling_rate() / double(target_rate)) * double( FP_LEN ));
for(int i=0;i<p_frames;i++) {
uint32_t idx = CUBIC_INTERP_HISTORY + uint32_t(mix_offset >> FP_BITS);
//standard cubic interpolation (great quality/performance ratio)
//this used to be moved to a LUT for greater performance, but nowadays CPU speed is generally faster than memory.
float mu = (mix_offset&FP_MASK)/float(FP_LEN);
AudioFrame y0 = internal_buffer[idx-3];
AudioFrame y1 = internal_buffer[idx-2];
AudioFrame y2 = internal_buffer[idx-1];
AudioFrame y3 = internal_buffer[idx-0];
float mu2 = mu*mu;
AudioFrame a0 = y3 - y2 - y0 + y1;
AudioFrame a1 = y0 - y1 - a0;
AudioFrame a2 = y2 - y0;
AudioFrame a3 = y1;
p_buffer[i] = (a0*mu*mu2 + a1*mu2 + a2*mu + a3);
mix_offset+=mix_increment;
while ( (mix_offset >> FP_BITS) >= INTERNAL_BUFFER_LEN ) {
internal_buffer[0]=internal_buffer[INTERNAL_BUFFER_LEN+0];
internal_buffer[1]=internal_buffer[INTERNAL_BUFFER_LEN+1];
internal_buffer[2]=internal_buffer[INTERNAL_BUFFER_LEN+2];
internal_buffer[3]=internal_buffer[INTERNAL_BUFFER_LEN+3];
_mix_internal(internal_buffer+4,INTERNAL_BUFFER_LEN);
mix_offset-=(INTERNAL_BUFFER_LEN<<FP_BITS);
}
}
}