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audio: WASAPI exclusive resampling, buffer size increase options (#727)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Resampler: Implement resampler for exclusive mode streams, as we are seeing more and more devices - not just laptops but onboard audio devices - that only support 48khz and not 44.1khz. Should work with volume boost (gain calculated inside resample) and also downmixer (hands off intermediate scratch buffers). Buffer size increase: By default many of these games request a tiny buffer when in shared mode (TDJ uses 3ms). On some audio setup this results in crackling due to underflow. Add an option to forcibly increase the buffer size. ## Testing With resampler set to 48kHz and buffer set to 20ms I can reliably boot and play IIDX on my display port monitor's speakers; previously this wasn't possible. IIDX is event-driven. Tested SDVX7 as well at 48kHz, which opens timer-driven streams.
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@@ -9,9 +9,9 @@
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#include "util/logging.h"
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#include "downmix.h"
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#include "resample.h"
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#include "audio_render_client.h"
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// {1FBC8530-AF3E-4128-B418-115DE72F76B6}
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static const GUID IID_WrappedIAudioClient = {
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0x1fbc8530, 0xaf3e, 0x4128, { 0xb4, 0x18, 0x11, 0x5d, 0xe7, 0x2f, 0x76, 0xb6 }
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@@ -103,4 +103,9 @@ struct WrappedIAudioClient : IAudioClient3 {
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// surround -> stereo downmix. the real device is opened as stereo while the game keeps
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// writing multi-channel audio into a scratch buffer that we downmix in the render client.
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hooks::audio::Downmix downmix;
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// native-rate -> target-rate sample-rate conversion. the real device is opened at the target
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// rate while the game keeps writing its native-rate audio into a scratch buffer that we
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// resample in the render client.
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hooks::audio::Resampler resample;
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};
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