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.
This commit is contained in:
bicarus
2026-05-31 20:49:22 -07:00
committed by GitHub
parent 6bb6b0a301
commit 84ea3f9e8e
13 changed files with 768 additions and 34 deletions
@@ -0,0 +1,332 @@
#include "downmix.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <audioclient.h>
#include <ks.h>
#include <ksmedia.h>
#include "util/logging.h"
namespace hooks::audio {
namespace {
constexpr float ATT_3DB = 0.70710678f;
// speakers routed to the left/right output; anything else (center) feeds both sides
constexpr DWORD LEFT_SPEAKERS = SPEAKER_FRONT_LEFT | SPEAKER_BACK_LEFT | SPEAKER_SIDE_LEFT
| SPEAKER_FRONT_LEFT_OF_CENTER | SPEAKER_TOP_FRONT_LEFT | SPEAKER_TOP_BACK_LEFT;
constexpr DWORD RIGHT_SPEAKERS = SPEAKER_FRONT_RIGHT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_RIGHT
| SPEAKER_FRONT_RIGHT_OF_CENTER | SPEAKER_TOP_FRONT_RIGHT | SPEAKER_TOP_BACK_RIGHT;
// the speaker mask is only present on WAVE_FORMAT_EXTENSIBLE formats
DWORD read_channel_mask(const WAVEFORMATEX *fmt) {
if (fmt->wFormatTag == WAVE_FORMAT_EXTENSIBLE
&& fmt->cbSize >= sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
return reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(fmt)->dwChannelMask;
}
return 0;
}
// call visit(channel_index, speaker_bit) for each present speaker, in channel order
template <typename F>
void for_each_speaker(DWORD mask, int channels, F &&visit) {
int channel = 0;
for (int bit = 0; bit < 18 && channel < channels; bit++) {
const DWORD speaker = 1u << bit;
if (mask & speaker) {
visit(channel++, speaker);
}
}
}
}
// read one sample at `p` as a normalized float in [-1, 1]
static inline float read_sample(const BYTE *p, int bytes, bool is_float) {
if (is_float) {
float v;
memcpy(&v, p, sizeof(float));
return v;
}
switch (bytes) {
case 2: {
int16_t v;
memcpy(&v, p, sizeof(v));
return v * (1.0f / 32768.0f);
}
case 3: {
int32_t v = p[0] | (p[1] << 8) | (p[2] << 16);
if (v & 0x800000) {
v |= ~0xFFFFFF; // sign extend
}
return v * (1.0f / 8388608.0f);
}
case 4: {
int32_t v;
memcpy(&v, p, sizeof(v));
return (float) (v * (1.0 / 2147483648.0));
}
default:
return 0.0f;
}
}
// write the normalized float `value` to the sample at `p`, clamping to the format's range
static inline void write_sample(BYTE *p, int bytes, bool is_float, float value) {
if (is_float) {
float v = std::clamp(value, -1.0f, 1.0f);
memcpy(p, &v, sizeof(v));
return;
}
switch (bytes) {
case 2: {
int16_t v = (int16_t) std::clamp(
(int) std::lround(value * 32768.0f), -32768, 32767);
memcpy(p, &v, sizeof(v));
break;
}
case 3: {
int32_t v = (int32_t) std::clamp<int64_t>(
std::llround((double) value * 8388608.0), -8388608, 8388607);
p[0] = v & 0xFF;
p[1] = (v >> 8) & 0xFF;
p[2] = (v >> 16) & 0xFF;
break;
}
case 4: {
int32_t v = (int32_t) std::clamp<int64_t>(
std::llround((double) value * 2147483648.0), INT32_MIN, INT32_MAX);
memcpy(p, &v, sizeof(v));
break;
}
default:
break;
}
}
void Downmix::setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm) {
this->enabled = true;
this->algorithm = algorithm;
this->bytes_per_sample = game_format->wBitsPerSample / 8;
this->game_frame_size = game_format->nChannels * this->bytes_per_sample;
// KSDATAFORMAT_SUBTYPE_IEEE_FLOAT has Data1 == 3 (matches apply_gain detection)
this->is_float = game_format->wFormatTag == WAVE_FORMAT_IEEE_FLOAT
|| (game_format->wFormatTag == WAVE_FORMAT_EXTENSIBLE
&& reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(game_format)
->SubFormat.Data1 == 0x00000003);
// supported: 16/24/32-bit integer PCM and 32-bit float; anything else mixes to silence
const bool supported = this->is_float
? this->bytes_per_sample == 4
: (this->bytes_per_sample >= 2 && this->bytes_per_sample <= 4);
if (!supported) {
log_fatal(
"audio::downmix",
"unsupported sample format ({}-bit {}), downmix will output silence",
game_format->wBitsPerSample, this->is_float ? "float" : "int");
}
this->left_mix.clear();
this->right_mix.clear();
this->build_layout_mix(game_format);
make_stereo_format(game_format, stereo_out);
}
void Downmix::make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out) {
const int bytes_per_sample = game_format->wBitsPerSample / 8;
memcpy(stereo_out, game_format, sizeof(WAVEFORMATEXTENSIBLE));
stereo_out->Format.nChannels = 2;
stereo_out->Format.nBlockAlign = 2 * bytes_per_sample;
stereo_out->Format.nAvgBytesPerSec =
game_format->nSamplesPerSec * stereo_out->Format.nBlockAlign;
stereo_out->dwChannelMask = SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT;
}
HRESULT Downmix::initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid) {
HRESULT ret = real->Initialize(share_mode, stream_flags, buffer_duration, periodicity,
device_format, session_guid);
// the smaller stereo buffer can end up unaligned for the device when the game sized the
// duration for its larger multi-channel format. recover by asking the device for the next
// aligned buffer size and re-initializing with a matching duration.
if (ret == AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED) {
UINT32 aligned_frames = 0;
if (SUCCEEDED(real->GetBufferSize(&aligned_frames)) && aligned_frames > 0) {
REFERENCE_TIME aligned_duration = (REFERENCE_TIME)
(10000.0 * 1000 / device_format->nSamplesPerSec * aligned_frames + 0.5);
log_info("audio::downmix",
"buffer not aligned, retrying with {} frames ({} hns)",
aligned_frames, aligned_duration);
ret = real->Initialize(share_mode, stream_flags, aligned_duration,
periodicity != 0 ? aligned_duration : 0, device_format, session_guid);
}
}
return ret;
}
void Downmix::add_channel(int channel, DWORD speaker, float gain) {
if (speaker & LEFT_SPEAKERS) {
this->left_mix.push_back({ channel, gain });
} else if (speaker & RIGHT_SPEAKERS) {
this->right_mix.push_back({ channel, gain });
} else { // center: feed both sides
this->left_mix.push_back({ channel, gain });
this->right_mix.push_back({ channel, gain });
}
}
// AC-4 stereo downmix (ETSI TS 103 190-1): front pair at unity, everything else -3 dB, LFE dropped
void Downmix::build_ac4_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker == SPEAKER_LOW_FREQUENCY) {
return;
}
const bool front_pair = speaker & (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
this->add_channel(ch, speaker, front_pair ? 1.0f : ATT_3DB);
});
}
// keep only the channels in `keep` (front/rear/side), each at unity gain
void Downmix::build_extract_mix(DWORD mask, int channels, DWORD keep) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker & keep) {
this->add_channel(ch, speaker, 1.0f);
}
});
}
// keep every channel (LFE dropped), then average each side so its gains sum to unity
void Downmix::build_normalize_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker != SPEAKER_LOW_FREQUENCY) {
this->add_channel(ch, speaker, 1.0f);
}
});
for (auto *mix : { &this->left_mix, &this->right_mix }) {
if (!mix->empty()) {
const float gain = 1.0f / mix->size();
for (auto &c : *mix) {
c.gain = gain;
}
}
}
}
// fallback when no speaker mask is present: fold interleaved L/R pairs (even->left, odd->right)
void Downmix::build_pairs_mix(int channels, float gain) {
for (int ch = 0; ch < channels; ch++) {
(((ch & 1) == 0) ? this->left_mix : this->right_mix).push_back({ ch, gain });
}
}
void Downmix::build_layout_mix(const WAVEFORMATEX *game_format) {
const int channels = game_format->nChannels;
const DWORD mask = read_channel_mask(game_format);
// without a mask the layout is unknown: extract/normalize have nothing to act on, so all
// algorithms fall back to folding L/R pairs (AC-4 still attenuates by -3 dB)
if (mask == 0) {
this->build_pairs_mix(channels,
this->algorithm == DownmixAlgorithm::AC4 ? ATT_3DB : 1.0f);
return;
}
switch (this->algorithm) {
case DownmixAlgorithm::FrontOnly:
this->build_extract_mix(mask, channels,
SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
break;
case DownmixAlgorithm::RearOnly:
this->build_extract_mix(mask, channels,
SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_BACK_CENTER);
break;
case DownmixAlgorithm::SideOnly:
this->build_extract_mix(mask, channels,
SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT);
break;
case DownmixAlgorithm::Normalize:
this->build_normalize_mix(mask, channels);
break;
case DownmixAlgorithm::AC4:
this->build_ac4_mix(mask, channels);
break;
}
}
void Downmix::process(BYTE *dst, const BYTE *src, UINT32 frames) const {
const int bps = this->bytes_per_sample;
const int src_stride = this->game_frame_size;
const int dst_stride = 2 * bps;
if (dst == nullptr || src == nullptr || bps <= 0) {
return;
}
// sum each speaker's source channels into the matching stereo output
for (UINT32 i = 0; i < frames; i++) {
const BYTE *in = src + (size_t) i * src_stride;
BYTE *out = dst + (size_t) i * dst_stride;
float left = 0.0f;
float right = 0.0f;
for (const auto &c : this->left_mix) {
left += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
for (const auto &c : this->right_mix) {
right += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
write_sample(out, bps, this->is_float, left);
write_sample(out + bps, bps, this->is_float, right);
}
}
HRESULT Downmix::get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
HRESULT ret = real->GetBuffer(frames, &this->device_buffer);
if (FAILED(ret)) {
this->device_buffer = nullptr;
return ret;
}
*ppData = this->scratch.data();
return S_OK;
}
void Downmix::write_device_buffer(UINT32 frames, DWORD flags) {
const int bps = this->bytes_per_sample;
const int dst_stride = 2 * bps;
if (this->device_buffer == nullptr || frames == 0 || bps <= 0) {
return;
}
// mute the first few buffers to avoid a pop on stream start
if (this->buffers_to_mute > 0) {
memset(this->device_buffer, 0, (size_t) frames * dst_stride);
this->buffers_to_mute--;
} else if ((flags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
this->process(this->device_buffer, this->scratch.data(), frames);
}
}
}