audio: asio "downmix" 7.1 to stereo (#736)

## Link to GitHub Issue or related Pull Request, if one exists
#730 

## Description of change
Add an option that extracts channels from 7.1 ASIO and presents to 2-ch
ASIO. Same idea as the SDVX 2ch fix except for gitadora we are
duplicating the center channel to front.

## Testing
Tested SDVX and GFDM Arena.
This commit is contained in:
bicarus
2026-06-06 03:11:40 -07:00
committed by GitHub
parent f23c359114
commit 0457262472
5 changed files with 370 additions and 88 deletions
+82 -26
View File
@@ -33,17 +33,38 @@ struct WrappedAsio final : IAsio {
virtual ~WrappedAsio();
// when set, the proxy presents the game's expected multichannel layout to the host so
// it proceeds to create_buffers, then forwards only the device's real front pair and
// discards the rest (see create_buffers). set once at boot, before any wrapper exists,
// so it needs no synchronization
static bool FORCE_TWO_CHANNELS;
// selects which source channel pair of a multichannel ASIO output reaches the device's
// 2.0 front pair. when not None, the proxy presents the game's expected multichannel
// layout to the host so it proceeds to create_buffers, then opens only a two-channel
// stream on the real device and routes the selected pair onto it (see create_buffers).
// Front is the plain "force two channel" case (forward the device's own front pair);
// the others copy a different pair onto 0/1. assumes a standard 7.1 layout (0-indexed).
// set once at boot, before any wrapper exists, so it needs no synchronization
enum class StereoDownmix {
None, // feature disabled - full multichannel passthrough
Front, // channels 0/1 - the device front pair is forwarded as-is (no copy)
Center, // channel 2 duplicated to both 0 and 1
Rear, // channels 4/5 -> 0/1
Side, // channels 6/7 -> 0/1
};
static StereoDownmix STEREO_DOWNMIX;
// true when a stereo extraction is configured, i.e. the real device should open a 2.0
// stream and only the selected pair should reach it. the former standalone
// FORCE_TWO_CHANNELS flag is now just the Front case of this
static bool force_two_channels() {
return STEREO_DOWNMIX != StereoDownmix::None;
}
// some games hardcode a multichannel ASIO output and bail before create_buffers if
// get_channels reports fewer, so we report at least this many output channels when
// FORCE_TWO_CHANNELS is active
// get_channels reports fewer, so we report at least this many output channels when a
// stereo extraction is active
static constexpr long FORCED_OUTPUT_CHANNELS = 8;
// maps an option string ("front", "center", "rear", "side") to a StereoDownmix value,
// returning None for anything unrecognized
static StereoDownmix name_to_stereo_downmix(const char *name);
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppv) override;
ULONG STDMETHODCALLTYPE AddRef() override;
@@ -83,7 +104,7 @@ struct WrappedAsio final : IAsio {
#pragma endregion
private:
// create_buffers implementation used when FORCE_TWO_CHANNELS is active: forwards only
// create_buffers implementation used when a stereo extraction is active: forwards only
// the channels the real device has and hands the game throwaway buffers for the rest
AsioError create_buffers_front_pair(
AsioBufferInfo *buffer_infos,
@@ -91,40 +112,56 @@ private:
long buffer_size,
AsioCallbacks *callbacks);
// if hooks::audio::VOLUME_BOOST is set, saves the game's callbacks and returns a proxy
// callback set (our buffer-switch trampolines) to hand the real driver instead, so we
// can scale its output buffers after the game fills them. otherwise returns the game's
// callbacks unchanged. called at create_buffers time, before the stream starts
AsioCallbacks *install_volume_callbacks(AsioCallbacks *game_callbacks);
// if any post-processing effect (volume boost or stereo downmix) is active, saves the
// game's callbacks and returns a proxy callback set (our buffer-switch trampolines) to
// hand the real driver instead, so we can rework its output buffers after the game
// fills them. otherwise returns the game's callbacks unchanged. called at create_buffers
// time, before the stream starts
AsioCallbacks *install_proxy_callbacks(AsioCallbacks *game_callbacks);
// records a device output channel whose buffers we scale by the volume boost. queries
// the real driver for the channel's sample format. called at create_buffers time
void record_volume_output_channel(const AsioBufferInfo &info);
// publishes the captured volume state to the realtime thread once the buffers exist,
// making our trampolines start scaling. called at the end of either create_buffers path
void publish_volume(long buffer_size);
// the real device's output sample format, queried from its first output channel. all
// output channels of a device share one format, so this characterizes them all. returns
// ASIOSTLastEntry if the device has no output channels or the query fails
AsioSampleType device_output_sample_type();
// locates the destination pair (device channels 0/1) and the configured source channels
// in the game's buffer set so the realtime path can copy the selected pair onto 0/1.
// a no-op unless STEREO_DOWNMIX selects a non-front pair. called at create_buffers time
void record_downmix_channels(AsioBufferInfo *buffer_infos, long num_channels, long buffer_size);
// publishes the captured post-process state to the realtime thread once the buffers
// exist, making our trampolines start reworking output. called at the end of either
// create_buffers path
void publish_post_process(long buffer_size);
// detaches this instance from the realtime trampolines so they stop touching its
// buffers. called from dispose_buffers and the destructor
void detach_volume();
void detach_post_process();
// multiplies every recorded output channel's buffer for the given double-buffer index
// by the volume boost. runs on the driver's realtime thread from our buffer switch
void apply_output_volume(long double_buffer_index);
// copies the configured source channel pair onto device channels 0/1 for the given
// double-buffer index. runs on the driver's realtime thread from our buffer switch
void apply_downmix(long double_buffer_index);
// realtime-thread trampolines for the buffer-switch callbacks, handed to the real
// driver in place of the game's; ASIO callbacks carry no user data, so they reach the
// active wrapper through volume_active_instance, call the game's original, then scale.
// active wrapper through active_instance, call the game's original, then rework output.
// the other two callbacks (sample_rate_did_change, asio_message) are forwarded as the
// game's own pointers, so they need no trampoline
static void __cdecl volume_buffer_switch(long double_buffer_index, AsioBool direct_process);
static AsioTime * __cdecl volume_buffer_switch_time_info(
static void __cdecl proxy_buffer_switch(long double_buffer_index, AsioBool direct_process);
static AsioTime * __cdecl proxy_buffer_switch_time_info(
AsioTime *params, long double_buffer_index, AsioBool direct_process);
// the single wrapper whose proxy callbacks are installed (ASIO is single-instance with
// one running stream); read by the static trampolines to reach the right wrapper
static std::atomic<WrappedAsio *> volume_active_instance;
static std::atomic<WrappedAsio *> active_instance;
IAsio *const pReal;
const CLSID clsid;
@@ -137,7 +174,7 @@ private:
// drops to zero
std::atomic<ULONG> ref_count {1};
// throwaway double buffers handed to the channels we discard when FORCE_TWO_CHANNELS
// throwaway double buffers handed to the channels we discard when a stereo extraction
// is active (see create_buffers). owned for the lifetime of the buffer set and freed
// in dispose_buffers; only read by the game from its own bufferSwitch, never by us
std::vector<std::unique_ptr<uint8_t[]>> dummy_buffers;
@@ -148,13 +185,32 @@ private:
AsioSampleType type;
};
// the game's original callbacks (captured when we install our proxy set) and the proxy
// set we hand the real driver; the realtime trampolines reach the game's buffer_switch
// through game_callbacks regardless of which effect is active
AsioCallbacks game_callbacks {};
AsioCallbacks proxy_callbacks {};
// volume boost state, captured at create_buffers time and published to the realtime
// thread via volume_active_instance once fully built; untouched while the stream runs.
// volume_active gates whether we install our proxy callbacks at all
// thread via active_instance once fully built; untouched while the stream runs.
// volume_active gates whether the realtime path scales any buffers
bool volume_active = false;
float volume_gain = 1.0f;
long volume_buffer_size = 0;
AsioCallbacks volume_game_callbacks {};
AsioCallbacks volume_proxy_callbacks {};
std::vector<VolumeOutputChannel> volume_channels;
// one device channel (0 or 1) fed by a source channel during stereo downmix; both
// buffer pointers are indexed by the ASIO double-buffer index, the same as the channels
struct DownmixCopy {
void *dst[2];
void *src[2];
};
// stereo downmix state, captured at create_buffers time and published alongside the
// volume state; untouched while the stream runs. downmix_active gates whether the
// realtime path copies the selected source pair onto device channels 0/1. copies[0]
// feeds device channel 0, copies[1] feeds device channel 1
bool downmix_active = false;
DownmixCopy downmix_copies[2] {};
size_t downmix_bytes = 0;
};