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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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@@ -7,6 +7,7 @@
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#include "audio_client.h"
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#include "hooks/audio/audio.h"
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#include "util.h"
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#include "wasapi_private.h"
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const char CLASS_NAME[] = "WrappedIAudioRenderClient";
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@@ -17,9 +18,7 @@ static void apply_gain(BYTE *buffer, UINT32 frames, const WAVEFORMATEXTENSIBLE &
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const WAVEFORMATEX &f = fmt.Format;
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const size_t samples = (size_t) frames * f.nChannels;
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// KSDATAFORMAT_SUBTYPE_IEEE_FLOAT has Data1 == 3, _PCM has Data1 == 1
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bool is_float = f.wFormatTag == WAVE_FORMAT_IEEE_FLOAT
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|| (f.wFormatTag == WAVE_FORMAT_EXTENSIBLE && fmt.SubFormat.Data1 == 0x00000003);
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bool is_float = is_ieee_float(&f);
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if (is_float && f.wBitsPerSample == 32) {
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auto p = reinterpret_cast<float *>(buffer);
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@@ -113,10 +112,23 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::GetBuffer(UINT32 NumFramesR
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return S_OK;
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}
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// downmix + resample chained: the game writes its multi-channel native-rate audio into the
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// downmix scratch, which is downmixed to stereo and then resampled on release. size the
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// resampler's (stereo) input scratch now and hand the game the multi-channel downmix scratch.
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if (this->client->downmix.enabled && this->client->resample.enabled) {
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BYTE *resample_scratch = nullptr;
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this->client->resample.get_buffer(NumFramesRequested, &resample_scratch);
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CHECK_RESULT(this->client->downmix.get_scratch(NumFramesRequested, ppData));
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// surround downmix: reserve the real (stereo) device buffer, but hand the game a
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// multi-channel scratch buffer that we downmix on release
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if (this->client->downmix.enabled) {
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} else if (this->client->downmix.enabled) {
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CHECK_RESULT(this->client->downmix.get_buffer(pReal, NumFramesRequested, ppData));
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// resample: hand the game a native-rate scratch buffer that we convert on release. the real
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// device buffer is acquired in ReleaseBuffer once the converted frame count is known.
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} else if (this->client->resample.enabled) {
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CHECK_RESULT(this->client->resample.get_buffer(NumFramesRequested, ppData));
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}
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// call original
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@@ -143,6 +155,34 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::ReleaseBuffer(UINT32 NumFra
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return S_OK;
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}
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// downmix + resample chained: downmix the game's multi-channel scratch into the resampler's
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// stereo input scratch, then let the resampler convert and push it to the device. a silent
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// buffer skips the downmix and feeds silence straight through.
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if (this->client->downmix.enabled && this->client->resample.enabled) {
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if ((dwFlags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
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this->client->downmix.downmix_into(
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this->client->resample.input_data(), NumFramesWritten);
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}
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return this->client->resample.flush(
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pReal,
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this->client->pReal,
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NumFramesWritten,
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dwFlags,
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hooks::audio::VOLUME_BOOST);
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}
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// resample: convert the game's native-rate scratch and push as many output frames as the
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// device has room for, applying the volume boost to the converted output. handles acquiring
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// and releasing the real device buffer itself.
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if (this->client->resample.enabled) {
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return this->client->resample.flush(
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pReal,
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this->client->pReal,
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NumFramesWritten,
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dwFlags,
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hooks::audio::VOLUME_BOOST);
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}
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// resolve the real device buffer for whichever path produced the audio
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BYTE *device_buffer;
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if (this->client->downmix.enabled) {
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