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audio: stereo downmix, volume boost options (#722)
## Link to GitHub Issue or related Pull Request, if one exists Fixes #717, fixes #647 ## Description of change Adds an option to downmix surround sound (5.1, 7.1, etc) down to stereo (2 speakers). This can be used in most WASAPI games, including Gitadora and FTT. How it works: when the game tries to open surround format (say, 7.1) we create a fake buffer and tell the game that it is supported. In reality we open a 2-channel stream with the real sound card. When the stream begins, we downmix the channels down to two (using one of many algorithms) and output to the sound card. While we're here, implement an option to boost the game volume by some decibel value, which is a feature often requested by SDVX players. This was needed since downmixing can sometimes result in quieter audio. ## Testing Tested GW Delta and FTT. Downmix doesn't work on IIDX (32 bits) but volume boost works.
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@@ -1,10 +1,72 @@
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#include "audio_render_client.h"
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <cstring>
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#include "audio_client.h"
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#include "hooks/audio/audio.h"
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#include "wasapi_private.h"
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const char CLASS_NAME[] = "WrappedIAudioRenderClient";
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// scale every sample of an interleaved device buffer by `gain`, clamped to the format's range.
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// supports 16/24/32-bit PCM and 32-bit float; other formats are left untouched.
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static void apply_gain(BYTE *buffer, UINT32 frames, const WAVEFORMATEXTENSIBLE &fmt, float gain) {
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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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if (is_float && f.wBitsPerSample == 32) {
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auto p = reinterpret_cast<float *>(buffer);
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for (size_t i = 0; i < samples; i++) {
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p[i] = std::clamp(p[i] * gain, -1.0f, 1.0f);
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}
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return;
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}
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switch (f.wBitsPerSample) {
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case 16: {
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auto p = reinterpret_cast<int16_t *>(buffer);
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for (size_t i = 0; i < samples; i++) {
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p[i] = (int16_t) std::clamp((int) std::lround(p[i] * gain), -32768, 32767);
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}
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break;
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}
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case 24: {
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// packed 24-bit little-endian
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for (size_t i = 0; i < samples; i++) {
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BYTE *s = buffer + i * 3;
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int32_t v = s[0] | (s[1] << 8) | (s[2] << 16);
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if (v & 0x800000) {
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v |= ~0xFFFFFF; // sign extend
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}
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int64_t scaled = std::clamp<int64_t>(
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std::llround((double) v * gain), -8388608, 8388607);
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s[0] = scaled & 0xFF;
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s[1] = (scaled >> 8) & 0xFF;
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s[2] = (scaled >> 16) & 0xFF;
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}
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break;
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}
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case 32: {
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auto p = reinterpret_cast<int32_t *>(buffer);
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for (size_t i = 0; i < samples; i++) {
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p[i] = (int32_t) std::clamp(
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std::llround((double) p[i] * gain),
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(long long) INT32_MIN, (long long) INT32_MAX);
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}
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break;
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}
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default:
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break;
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}
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}
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HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::QueryInterface(REFIID riid, void **ppvObj) {
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if (ppvObj == nullptr) {
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return E_POINTER;
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@@ -51,6 +113,12 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::GetBuffer(UINT32 NumFramesR
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return S_OK;
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}
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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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CHECK_RESULT(this->client->downmix.get_buffer(pReal, NumFramesRequested, ppData));
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}
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// call original
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HRESULT ret = pReal->GetBuffer(NumFramesRequested, ppData);
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@@ -75,14 +143,44 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::ReleaseBuffer(UINT32 NumFra
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return S_OK;
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}
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// fix for audio pop effect
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if (this->buffers_to_mute > 0 && this->client->frame_size > 0) {
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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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// zero out = mute
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memset(this->audio_buffer, 0, NumFramesWritten * this->client->frame_size);
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// downmix the game's multi-channel scratch into the real stereo buffer held since GetBuffer
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this->client->downmix.write_device_buffer(NumFramesWritten, dwFlags);
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device_buffer = this->client->downmix.current_buffer();
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} else {
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device_buffer = this->audio_buffer;
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this->buffers_to_mute--;
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// mute the first few buffers to avoid a startup pop
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if (this->buffers_to_mute > 0 && this->client->frame_size > 0) {
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memset(this->audio_buffer, 0, NumFramesWritten * this->client->frame_size);
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this->buffers_to_mute--;
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}
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}
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CHECK_RESULT(pReal->ReleaseBuffer(NumFramesWritten, dwFlags));
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// boost the final output volume just before it reaches the device, layout-agnostic
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if (hooks::audio::VOLUME_BOOST != 1.0f
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&& device_buffer != nullptr
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&& (dwFlags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
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static std::once_flag boost_printed;
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std::call_once(boost_printed, []() {
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log_info("audio::wasapi", "volume boost active: gain={}", hooks::audio::VOLUME_BOOST);
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});
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apply_gain(device_buffer, NumFramesWritten, this->client->device_format,
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hooks::audio::VOLUME_BOOST);
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}
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HRESULT ret = pReal->ReleaseBuffer(NumFramesWritten, dwFlags);
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if (this->client->downmix.enabled) {
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this->client->downmix.buffer_released();
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}
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if (FAILED(ret)) {
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PRINT_FAILED_RESULT(CLASS_NAME, __func__, ret);
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}
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return ret;
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}
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