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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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@@ -100,6 +100,14 @@ namespace hooks::audio {
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// grab the real stereo device buffer and hand the game the scratch buffer to write into.
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HRESULT get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData);
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// size the scratch and hand it to the game without acquiring a device buffer. used when a
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// later stage (the resampler) owns the device interaction.
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HRESULT get_scratch(UINT32 frames, BYTE **ppData);
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// downmix the scratch the game wrote into the caller's stereo buffer, without touching the
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// device. used to feed the resampler when the two stages are chained.
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void downmix_into(BYTE *dst, UINT32 frames) const;
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// mix the scratch buffer into the stereo device buffer held since get_buffer. the caller
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// owns releasing the device buffer afterwards (see current_buffer / buffer_released).
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void write_device_buffer(UINT32 frames, DWORD flags);
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