Files
spice2x.github.io/src/spice2x/hooks/audio/backends/wasapi/downmix.h
T
bicarus 48033816a8 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.
2026-06-02 01:55:50 -07:00

151 lines
6.8 KiB
C++

#pragma once
#include <optional>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
#include "hooks/audio/audio.h"
struct IAudioClient;
struct IAudioRenderClient;
namespace hooks::audio {
// Generic WASAPI surround-to-stereo downmix. The real device is opened in stereo while the
// game keeps writing its native multi-channel audio into a scratch buffer; on release that
// buffer is mixed down into the two front channels.
//
// The mix is derived from the source format's speaker mask according to the selected
// DownmixAlgorithm:
// FrontOnly / RearOnly / SideOnly - keep only that group of channels, routed to their side
// AC4 - AC-4 stereo downmix coefficients (ETSI TS 103 190-1 §6.2.17): front left/right
// pass at 0 dB, center and surrounds fold in at -3 dB, LFE dropped
// Normalize - every channel folded in (center to both sides) with each output side averaged
// so its channels are equally loud, LFE dropped
struct Downmix {
// a source channel routed into one output speaker at the given gain
struct Contribution {
int channel;
float gain;
};
// map an option value (front/rear/side/ac4/normalize) to its algorithm.
static std::optional<DownmixAlgorithm> name_to_algorithm(const char *value) {
if (_stricmp(value, "front") == 0) {
return DownmixAlgorithm::FrontOnly;
} else if (_stricmp(value, "rear") == 0) {
return DownmixAlgorithm::RearOnly;
} else if (_stricmp(value, "side") == 0) {
return DownmixAlgorithm::SideOnly;
} else if (_stricmp(value, "ac4") == 0) {
return DownmixAlgorithm::AC4;
} else if (_stricmp(value, "normalize") == 0) {
return DownmixAlgorithm::Normalize;
}
return std::nullopt;
}
// human-readable name of an algorithm, for logging.
static const char *algorithm_name(DownmixAlgorithm algorithm) {
switch (algorithm) {
case DownmixAlgorithm::FrontOnly: return "front";
case DownmixAlgorithm::RearOnly: return "rear";
case DownmixAlgorithm::SideOnly: return "side";
case DownmixAlgorithm::AC4: return "ac4";
case DownmixAlgorithm::Normalize: return "normalize";
default: return "unknown";
}
}
// whether the downmix is active for the current stream
bool enabled = false;
// algorithm used to fold the multi-channel audio into stereo
DownmixAlgorithm algorithm = DownmixAlgorithm::AC4;
// size in bytes of one frame of the game's multi-channel format
int game_frame_size = 0;
// size in bytes of a single sample (per channel)
int bytes_per_sample = 0;
// whether samples are IEEE floating point rather than integer PCM
bool is_float = false;
// enable the downmix for the given game format and fill stereo_out with the equivalent
// stereo format to open the real device with.
void setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm);
// build the stereo format equivalent to game_format (same sample rate and bit depth).
static void make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out);
// initialize the real device with the stereo format. downmixing reduces the channel count,
// shrinking the buffer's byte size, so the duration the game sized for its multi-channel
// format can leave the smaller stereo buffer unaligned. on AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED
// this performs the standard WASAPI realignment and retries.
HRESULT initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid);
// mix `frames` frames of multi-channel `src` down into stereo `dst`.
void process(BYTE *dst, const BYTE *src, UINT32 frames) const;
// grab the real stereo device buffer and hand the game the scratch buffer to write into.
HRESULT get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData);
// size the scratch and hand it to the game without acquiring a device buffer. used when a
// later stage (the resampler) owns the device interaction.
HRESULT get_scratch(UINT32 frames, BYTE **ppData);
// downmix the scratch the game wrote into the caller's stereo buffer, without touching the
// device. used to feed the resampler when the two stages are chained.
void downmix_into(BYTE *dst, UINT32 frames) const;
// mix the scratch buffer into the stereo device buffer held since get_buffer. the caller
// owns releasing the device buffer afterwards (see current_buffer / buffer_released).
void write_device_buffer(UINT32 frames, DWORD flags);
// the real device buffer currently held, or null.
BYTE *current_buffer() const { return this->device_buffer; }
// forget the held device buffer once the caller has released it.
void buffer_released() { this->device_buffer = nullptr; }
private:
// build the mix from the source speaker layout for the selected algorithm
void build_layout_mix(const WAVEFORMATEX *game_format);
// per-algorithm builders, each filling left_mix / right_mix from the speaker mask
void build_ac4_mix(DWORD mask, int channels);
void build_extract_mix(DWORD mask, int channels, DWORD keep);
void build_normalize_mix(DWORD mask, int channels);
// fallback for streams without a speaker mask: fold interleaved L/R pairs at `gain`
void build_pairs_mix(int channels, float gain);
// append one source channel to the output side(s) matching its speaker, at `gain`
void add_channel(int channel, DWORD speaker, float gain);
// source channels summed into each output speaker
std::vector<Contribution> left_mix;
std::vector<Contribution> right_mix;
// buffer the game writes its multi-channel audio into between get/release
std::vector<BYTE> scratch;
// the real stereo device buffer currently held, or null
BYTE *device_buffer = nullptr;
// leading buffers to silence to avoid a pop on stream start
int buffers_to_mute = 16;
};
}