diff --git a/Patch/Engine/AudioPatches.cs b/Patch/Engine/AudioPatches.cs
index 9d9c2f1..ba0d6db 100644
--- a/Patch/Engine/AudioPatches.cs
+++ b/Patch/Engine/AudioPatches.cs
@@ -18,6 +18,7 @@ namespace ADOFAIRenderer.Patch.Engine;
[HarmonyPatch(typeof(AudioManager), nameof(AudioManager.FindOrLoadAudioClipExternal))]
public static class AudioManagerFindOrLoadAudioClipExternalPatch
{
+ /// Records in when its audioLib key is not loaded yet. Runs the original always.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static void Prefix(AudioManager __instance, string path)
@@ -28,9 +29,18 @@ public static class AudioManagerFindOrLoadAudioClipExternalPatch
}
}
+///
+/// AudioManager._Play (private; AudioManager.Play forwards to it): registers each scheduled effect sound (hit sounds, PlaySound
+/// events, hold sounds without an end time) as an effect voice of the offline mixer and maps the returned AudioSource to it.
+/// Active while capturing (RenderManager.IsCapturingActive) with RenderAudio on. The original always runs: it creates the
+/// AudioSource the game keeps using (its PlayScheduled call is blocked during rendering by another patch), and the game sets
+/// time/pitch/SetScheduledEndTime on it afterwards, which the patches forward to the mapped state.
+/// The game volume is passed through; the start pitch is 1 because _Play sets pitch = 1 before PlayScheduled.
+///
[HarmonyPatch(typeof(AudioManager), "_Play")]
public static class AudioManagerPlayPatch
{
+ /// Opens the clip's source so its first chunk starts loading. Returns true (the original runs).
[HarmonyPrefix]
public static bool Prefix(string snd, double time, AudioMixerGroup group, float volume, int priority)
{
@@ -42,6 +52,10 @@ public static class AudioManagerPlayPatch
return true; // Let the original method execute to prevent NullReferenceException
}
+ ///
+ /// Registers the sound at (absolute DSP time, converted to render time) as a non-looping effect voice,
+ /// maps to it and queues the source's game object for deactivation at the end of the frame.
+ ///
[HarmonyPostfix]
// ReSharper disable once InconsistentNaming
public static void Postfix(AudioSource __result, string snd, double time, AudioMixerGroup group, float volume, int priority)
@@ -63,6 +77,10 @@ public static class AudioManagerPlayPatch
///
/// scrConductor.PlayWithEndTime: registers a looping effect voice until the end time. The AudioSource it creates with
/// AudioManager.MakeSource is mapped to that voice ().
+/// Active while capturing (RenderManager.IsCapturingActive) with RenderAudio on; the original always runs. The game calls it for
+/// hold sounds with an end time above 0 (scrConductor hold sound scheduling); it sets loop = true, pitch = 1, PlayScheduled(time) and
+/// SetScheduledEndTime(endTime) on the new source. pitch and SetScheduledEndTime reach the mapped state through the
+/// patches; PlayScheduled is blocked during rendering by another patch.
///
[HarmonyPatch(typeof(scrConductor), "PlayWithEndTime")]
public static class PlayWithEndTimePatch
@@ -70,9 +88,14 @@ public static class PlayWithEndTimePatch
/// State registered by the running PlayWithEndTime call, until its MakeSource returns. Main thread only.
internal static SourceState? PendingState;
+ /// Clears when PlayWithEndTime returns or throws, so it cannot map a later MakeSource call.
[HarmonyFinalizer]
public static void Finalizer() => PendingState = null;
+ ///
+ /// Opens the clip's source and registers a looping voice from to
+ /// (absolute DSP times, converted to render time); the state waits in . Returns true (the original runs).
+ ///
[HarmonyPrefix]
public static bool Prefix(string snd, double time, double endTime, float volume, int priority)
{
@@ -96,10 +119,18 @@ public static class PlayWithEndTimePatch
}
}
-/// Maps the AudioSource created inside scrConductor.PlayWithEndTime to its state ().
+///
+/// Maps the AudioSource created inside scrConductor.PlayWithEndTime to its state ().
+/// Active only while a PlayWithEndTime call registered a state (capturing with RenderAudio on); every other MakeSource call
+/// (including the one inside AudioManager._Play) is left unchanged.
+///
[HarmonyPatch(typeof(AudioManager), nameof(AudioManager.MakeSource))]
public static class AudioManagerMakeSourcePatch
{
+ ///
+ /// Takes the pending state, maps to it and queues the source's game object for deactivation at
+ /// the end of the frame.
+ ///
[HarmonyPostfix]
// ReSharper disable once InconsistentNaming
public static void Postfix(AudioSource __result)
@@ -173,6 +204,7 @@ internal static class EffectSource
[HarmonyPatch(typeof(AudioSource), "isPlaying", MethodType.Getter)]
public static class AudioSourceIsPlayingPatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, ref bool __result)
@@ -187,6 +219,7 @@ public static class AudioSourceIsPlayingPatch
[HarmonyPatch(typeof(AudioSource), "time", MethodType.Getter)]
public static class AudioSourceTimeGetterPatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, ref float __result)
@@ -204,6 +237,7 @@ public static class AudioSourceTimeGetterPatch
[HarmonyPatch(typeof(AudioSource), "time", MethodType.Setter)]
public static class AudioSourceTimePatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, float value)
@@ -214,10 +248,14 @@ public static class AudioSourceTimePatch
}
}
-/// AudioSource.timeSamples getter (): clip position in samples of the clip.
+///
+/// AudioSource.timeSamples getter (): clip position in samples of the clip while playing; while not playing,
+/// the last value set through time or timeSamples (0 after Stop()).
+///
[HarmonyPatch(typeof(AudioSource), "timeSamples", MethodType.Getter)]
public static class AudioSourceTimeSamplesGetterPatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, ref int __result)
@@ -232,6 +270,7 @@ public static class AudioSourceTimeSamplesGetterPatch
[HarmonyPatch(typeof(AudioSource), "timeSamples", MethodType.Setter)]
public static class AudioSourceTimeSamplesPatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, int value)
@@ -246,6 +285,7 @@ public static class AudioSourceTimeSamplesPatch
[HarmonyPatch(typeof(AudioSource), "pitch", MethodType.Getter)]
public static class AudioSourcePitchGetterPatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, ref float __result)
@@ -260,6 +300,7 @@ public static class AudioSourcePitchGetterPatch
[HarmonyPatch(typeof(AudioSource), "pitch", MethodType.Setter)]
public static class AudioSourcePitchPatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, float value)
@@ -274,6 +315,7 @@ public static class AudioSourcePitchPatch
[HarmonyPatch(typeof(AudioSource), "SetScheduledEndTime", typeof(double))]
public static class AudioSourceSetScheduledEndTimePatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance, double time)
@@ -292,6 +334,7 @@ public static class AudioSourceSetScheduledEndTimePatch
[HarmonyPatch(typeof(AudioSource), "Stop", new Type[0])]
public static class AudioSourceStopPatch
{
+ /// When finds a mapped state, uses it and returns false (Unity is skipped); otherwise returns true.
[HarmonyPrefix]
// ReSharper disable once InconsistentNaming
public static bool Prefix(AudioSource __instance)
@@ -306,11 +349,13 @@ public static class AudioSourceStopPatch
/// AudioManager.StopAllSounds destroys every source in liveSources (all AudioManager._Play and scrConductor.PlayWithEndTime sources),
/// so every effect voice stops at the current render time, including ones scheduled to start later.
/// Callers include scrConductor.PlayHitTimes (from its second call), ScrubMusicToTile/Time, KillAllSoundsCoroutine,
-/// scrController.FailAction and scnGame.Play.
+/// scrController.FailAction, scrController.DebugUpdate, scnGame.Play and PauseMenu.Choose.
+/// Active while capturing (RenderManager.IsCapturingActive) with RenderAudio on; the original always runs (it destroys the sources).
///
[HarmonyPatch(typeof(AudioManager), nameof(AudioManager.StopAllSounds))]
public static class AudioManagerStopAllSoundsPatch
{
+ /// Stops every effect voice while capturing with RenderAudio on. The original always runs (no return value).
[HarmonyPrefix]
public static void Prefix()
{
diff --git a/Util/Audio/AudioSpectrumGenerator.cs b/Util/Audio/AudioSpectrumGenerator.cs
index 58d1c4c..669761c 100644
--- a/Util/Audio/AudioSpectrumGenerator.cs
+++ b/Util/Audio/AudioSpectrumGenerator.cs
@@ -28,14 +28,31 @@ internal static class AudioSpectrumGenerator
///
private const double MonoGain = 0.70710678118654752;
+ /// Store created by this class when the mixer store cannot be shared (disposed by ); otherwise null.
private static AudioClipStore? _ownStore;
+
+ /// Store the song source belongs to: the mixer store or .
private static AudioClipStore? _store;
+
+ /// Song source at the output sample rate, or null when not initialized or the song could not be loaded.
private static AudioClipSource? _source;
+
+ /// Cursor on moved to each analysis window, so the decoder thread loads the chunks there.
private static AudioCursor? _cursor;
+
+ /// Chunk currently held for (invalid when none).
private static ChunkView _view;
+
+ /// True after a chunk loading error was logged (logged once per render).
private static bool _loadErrorLogged;
+ /// RenderManager.frameCount of the spectra in ; -1 when empty.
private static long _cachedFrame = -1;
+
+ ///
+ /// Spectra computed in the current render frame, by spectrum length and source channel. Several game objects read the
+ /// spectrum every frame; within one frame the render time does not change, so they receive the same values.
+ ///
private static readonly Dictionary<(int Size, int Channel), float[]> CachedSpectrums = new();
/// Registers the song clip. Call after the is created (null when audio is not rendered).
@@ -93,6 +110,17 @@ internal static class AudioSpectrumGenerator
CachedSpectrums.Clear();
}
+ ///
+ /// Fills with the magnitude spectrum of the song at the current render time
+ /// (called by the AudioSource.GetSpectrumData patch while capturing with ProcessAudio on, for any AudioSource).
+ /// Bin k covers frequency k * outputRate / (2 * samples.Length) Hz in output time; values are 0 ~ 1.
+ /// Zeros are written when the song is not available, the conductor has not started the song, or the length is not a power of two.
+ /// is not read: the Blackman-Harris window is always used (every GetSpectrumData call in the game
+ /// passes FFTWindow.BlackmanHarris). Main thread only.
+ ///
+ /// Destination; its length is the spectrum length (power of two).
+ /// Requested channel (0 = left, 1 = right), clamped to the song's channels; ignored for mono songs.
+ /// Requested window (not used).
public static void GetSpectrumData(float[] samples, int channel, FFTWindow window)
{
var n = samples.Length;
@@ -127,6 +155,8 @@ internal static class AudioSpectrumGenerator
var now = render.dspTimeBase + render.AudioTime;
var songSeconds = (now - conductor.dspTimeSong) * pitch - countdown;
+ // Window of 2n output samples centered on the current time: output sample i reads source frame first + i * pitch,
+ // so the window starts n output samples (n * pitch source frames) before the song position.
var fftSize = 2 * n;
var gain = volume * (_source.Channels == 1 ? MonoGain : 1.0);
var first = songSeconds * _store.OutputRate - n * pitch;
@@ -134,6 +164,7 @@ internal static class AudioSpectrumGenerator
var windowSamples = new float[fftSize];
try
{
+ // Keep the cursor at the window start so the decoder thread loads (and keeps) the chunks the window reads.
_cursor!.Position = Math.Min(Math.Max((long)first, 0), _source.TotalFrames - 1);
for (var i = 0; i < fftSize; i++)
{
@@ -178,6 +209,10 @@ internal static class AudioSpectrumGenerator
return _view.Data[(int)(frame - _view.StartFrame) * _view.Channels + channel];
}
+ ///
+ /// Magnitude spectrum of (length n, a power of two) after the Blackman-Harris window:
+ /// writes min(n / 2, spectrum.Length) bins, bin k = min(|X[k]| * 2.5 / n, 1).
+ ///
private static void CalculateFFT(float[] samples, float[] spectrum)
{
var n = samples.Length;
@@ -199,10 +234,10 @@ internal static class AudioSpectrumGenerator
im[i] = 0f;
}
- // Cooley-Tukey Radix-2 FFT
+ // Cooley-Tukey Radix-2 FFT (iterative, in place, decimation in time); m = log2(n) stages.
var m = (int)Math.Round(Math.Log(n, 2));
- // Bit-reversal
+ // Bit-reversal: reorder the input so element i moves to the index with the bits of i reversed (j tracks that index).
var j = 0;
for (var i = 0; i < n - 1; i++)
{
@@ -225,7 +260,8 @@ internal static class AudioSpectrumGenerator
j += k;
}
- // FFT stages
+ // FFT stages: stage s combines pairs of transforms of length le/2 into length le = 2^s with butterflies.
+ // (ur, ui) is the twiddle factor exp(-i * pi * sub / le2), advanced by multiplying with (wr, wi) = exp(-i * pi / le2).
for (var stage = 1; stage <= m; stage++)
{
var le = 1 << stage;
diff --git a/Util/Audio/AudioSyncCalculator.cs b/Util/Audio/AudioSyncCalculator.cs
index 21e7bd4..a4a1626 100644
--- a/Util/Audio/AudioSyncCalculator.cs
+++ b/Util/Audio/AudioSyncCalculator.cs
@@ -2,29 +2,50 @@ using System;
namespace ADOFAIRenderer.Util.Audio;
+///
+/// Splits the audio sample stream into per-video-frame sample counts so that audio and video stay aligned without drift.
+///
+/// The frame rate is converted to an exact fraction Numerator / Denominator ().
+/// Frame k receives floor((k + 1) * sampleRate * Denominator / Numerator) - floor(k * sampleRate * Denominator / Numerator) samples:
+/// the remainder of each division is carried into the next frame, so the sum over any number of frames equals the exact
+/// sample count of that duration rounded down (for example 44100 Hz at 60 fps gives 735 every frame; at 144 fps three frames of 306
+/// are followed by one of 307, 306.25 on average).
+/// Used by the render thread only (RenderManager.WriteAudioForFrame, once per frame sent to the encoder).
+///
internal class AudioSyncCalculator
{
+ /// Audio sample rate in Hz (samples per channel per second).
private readonly long _sampleRate;
+
+ /// Video frame rate as a fraction (frames per second = Numerator / Denominator).
private readonly (long Numerator, long Denominator) _fpsRational;
+ /// Total samples handed out since construction or (kept for debugging, not read).
// ReSharper disable once NotAccessedField.Local
private long _currentSample;
+
+ /// Remainder of the last division, in units of 1 / Numerator samples (0 ~ Numerator - 1).
private long _remainder;
+ /// Audio sample rate in Hz.
+ /// Video frame rate in frames per second (the encoded frame rate).
public AudioSyncCalculator(long sampleRate, double fps)
{
_sampleRate = sampleRate;
_fpsRational = RationalUtil.Double2MaxPrecisionInt(fps);
}
+ /// Restarts the sequence at frame 0 (the remainder is cleared).
public void Reset()
{
_currentSample = 0;
_remainder = 0;
}
+ /// Returns the sample count (frames per channel) of the next video frame and advances to the following frame.
public int GetNextFrameSamples()
{
+ // samplesNeeded = floor((sampleRate * Denominator + remainder) / Numerator); the new remainder carries the fraction.
var numerator = _sampleRate * _fpsRational.Denominator + _remainder;
var samplesNeeded = numerator / _fpsRational.Numerator;
diff --git a/Util/Audio/Clip/AudioClipPaths.cs b/Util/Audio/Clip/AudioClipPaths.cs
index 1900d18..701d311 100644
--- a/Util/Audio/Clip/AudioClipPaths.cs
+++ b/Util/Audio/Clip/AudioClipPaths.cs
@@ -20,6 +20,7 @@ internal static class AudioClipPaths
/// Suffix of the game's audioLib keys for external clips.
public const string ExternalSuffix = "*external";
+ /// File path by audioLib key; also the lock object. Entries are kept for the whole game session.
private static readonly Dictionary Paths = new();
/// audioLib key of an external clip loaded from .
diff --git a/Util/Audio/Clip/AudioClipResolver.cs b/Util/Audio/Clip/AudioClipResolver.cs
index d62ee06..bcc7010 100644
--- a/Util/Audio/Clip/AudioClipResolver.cs
+++ b/Util/Audio/Clip/AudioClipResolver.cs
@@ -16,6 +16,10 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
///
internal static class AudioClipResolver
{
+ ///
+ /// Returns the source registered under in , opening it on first use
+ /// (file first, then the Unity clip; see the class summary). A key that could not be opened is remembered as null.
+ ///
/// Store of the current render.
/// audioLib key of the clip (for example "song.ogg*external" or "sndKick").
/// Loaded Unity clip for the key, used when the clip has no file; may be null when the key has a file.
@@ -38,6 +42,9 @@ internal static class AudioClipResolver
Melon.Logger.Warning($"[AudioClipResolver] FFmpeg could not open '{path}' for '{key}', using the Unity clip: {e.Message}");
}
+ // The reader opened here becomes the first decode stream; additional streams reopen the file with OpenFile.
+ // When no source results (store disposed, or the source could not be created), the reader is disposed here
+ // (readers allow Dispose more than once).
if (fileReader != null)
{
var source = store.GetOrAdd(key, () => fileReader, () => OpenFile(path));
diff --git a/Util/Audio/Clip/AudioClipSource.cs b/Util/Audio/Clip/AudioClipSource.cs
index 7f856f2..401bd3e 100644
--- a/Util/Audio/Clip/AudioClipSource.cs
+++ b/Util/Audio/Clip/AudioClipSource.cs
@@ -13,9 +13,13 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
internal sealed class AudioCursor
{
private readonly AudioClipSource _source;
+
+ /// Backing value of , accessed with Interlocked (64-bit reads are not atomic on every platform).
private long _position;
+
private volatile bool _loop;
+ /// Created by .
internal AudioCursor(AudioClipSource source, long position, bool loop)
{
_source = source;
@@ -39,7 +43,10 @@ internal sealed class AudioCursor
}
}
- /// When true, the chunk after the last chunk is chunk 0.
+ ///
+ /// When true, the chunk after the last chunk is chunk 0 (the window wraps to the clip start), and a position past the end
+ /// wraps into the clip. Setting it wakes the decoder thread.
+ ///
public bool Loop
{
get => _loop;
@@ -70,8 +77,10 @@ internal readonly struct ChunkView
/// Channel count of the stored samples (same as the source clip).
public readonly int Channels;
+ /// Index of the chunk in its source (used by ).
public readonly int ChunkIndex;
+ /// Created by ; default(ChunkView) is the invalid view.
internal ChunkView(float[] data, long startFrame, int frameCount, int channels, int chunkIndex)
{
Data = data;
@@ -81,10 +90,13 @@ internal readonly struct ChunkView
ChunkIndex = chunkIndex;
}
+ /// True for a view that holds a chunk; false for default(ChunkView).
public bool IsValid => Data != null;
+ /// Source frame after the last valid frame (exclusive end).
public long EndFrame => StartFrame + FrameCount;
+ /// True when source frame is one of the valid frames of this chunk.
public bool Contains(long frame) => frame >= StartFrame && frame < StartFrame + FrameCount;
///
@@ -171,26 +183,45 @@ internal sealed class AudioClipSource
internal int DecodeStreamLimit { get; set; } = MaxDecodeStreams;
private readonly AudioClipStore _store;
+
+ /// Reader passed to the constructor (the first decode stream); disposed again in .
private readonly IPCMReader _firstReader;
+
+ /// Opens another reader for an additional decode stream; null when only the first reader can be used.
private readonly Func? _openReader;
// Guarded by _sync: chunk table, hold counts, cursors, demand set, loaded set.
private readonly object _sync = new();
+
+ /// Sample array of each chunk, null while not loaded.
private readonly float[]?[] _chunks;
+
+ /// Number of consumers holding each chunk (TryAcquire minus Release); a held chunk is not freed.
private readonly int[] _holdCounts;
+
private readonly List _cursors = new();
+
+ /// Chunks a consumer asked for while they were not loaded; an index is removed when the chunk is acquired.
private readonly HashSet _demanded = new();
+
+ /// Indices of the loaded chunks (non-null entries of ).
private readonly HashSet _loaded = new();
+
private int _residentLoadedCount; // Resident: chunks [0, _residentLoadedCount) are loaded
// Guarded by _loadLock: decode streams.
private readonly object _loadLock = new();
private readonly List _streams = new();
+
+ /// Incremented on every load; stored in for least-recently-used selection.
private long _streamUseCounter;
+
+ /// True after opening an additional reader failed; no further readers are opened for this source.
private bool _openFailed;
private volatile bool _isFailed;
+ /// Key the source is registered under in the store (the game's audioLib key / AudioClip.name).
public string Key { get; }
/// Channel count of the stored samples (same as the clip).
@@ -205,12 +236,19 @@ internal sealed class AudioClipSource
/// Clip length in seconds: clip frames / clip rate.
public double Duration { get; }
+ /// Frames per chunk: / (rounded down).
public int FramesPerChunk { get; }
+ /// Number of chunks: ceil( / ); 0 for an empty clip.
public int ChunkCount { get; }
+ ///
+ /// for forward-only readers and clips of at most one chunk, otherwise
+ /// . Fixed at construction.
+ ///
public ChunkPolicy Policy { get; }
+ /// True when is .
public bool IsResident => Policy == ChunkPolicy.Resident;
/// True after loading failed. A failed source returns no chunks.
@@ -279,6 +317,7 @@ internal sealed class AudioClipSource
return cursor;
}
+ /// Unregisters ; its window chunks become freeable on the decoder thread's next pass.
public void RemoveCursor(AudioCursor cursor)
{
lock (_sync)
@@ -288,6 +327,7 @@ internal sealed class AudioClipSource
_store.RequestService();
}
+ /// Wakes the decoder thread after a cursor changed chunk or loop flag (resident sources ignore cursors).
internal void OnCursorMoved()
{
if (!IsResident) _store.RequestService();
@@ -325,6 +365,7 @@ internal sealed class AudioClipSource
return false;
}
+ /// Ends one hold of the chunk of taken by . An invalid view is ignored.
public void Release(in ChunkView view)
{
if (!view.IsValid) return;
@@ -335,6 +376,7 @@ internal sealed class AudioClipSource
}
}
+ /// View of chunk ; the last chunk's frame count stops at .
private ChunkView CreateView(int index, float[] data)
{
var start = (long)index * FramesPerChunk;
@@ -406,6 +448,8 @@ internal sealed class AudioClipSource
return true;
}
+ // For each cursor, the first missing chunk of its window; the lowest slot over all cursors wins
+ // (ties go to the earlier cursor).
foreach (var cursor in _cursors)
{
if (!TryGetWindowStart(cursor, out var first, out var loop)) continue;
@@ -441,6 +485,10 @@ internal sealed class AudioClipSource
return false;
}
+ ///
+ /// First chunk of the cursor's window: the chunk of its position (negative positions count as 0; positions past the end
+ /// wrap when looping). False when a non-looping cursor is past the end (no window). Caller holds _sync.
+ ///
private bool TryGetWindowStart(AudioCursor cursor, out int first, out bool loop)
{
var position = cursor.Position;
@@ -456,6 +504,7 @@ internal sealed class AudioClipSource
return true;
}
+ /// Chunk index of window slot after ; wraps when looping, false past the end otherwise.
private bool TryWindowIndex(int first, int slot, bool loop, out int index)
{
index = first + slot;
@@ -493,6 +542,7 @@ internal sealed class AudioClipSource
stream.LastUse = ++_streamUseCounter;
stream.Fill(start, frames, data);
}
+ // Out of memory fails the whole render (store fatal error); any other error makes only this source silent.
catch (OutOfMemoryException e)
{
ReturnArray(data);
@@ -568,12 +618,14 @@ internal sealed class AudioClipSource
return oldest!;
}
+ /// Marks the source failed (no more chunks are returned or loaded); a resident source also closes its readers now. Caller holds _loadLock.
private void Fail()
{
_isFailed = true;
if (IsResident) DisposeStreams();
}
+ /// Disposes every decode stream (reader and resampler) and clears the list. Caller holds _loadLock.
private void DisposeStreams()
{
foreach (var stream in _streams)
@@ -581,6 +633,7 @@ internal sealed class AudioClipSource
_streams.Clear();
}
+ /// Gives a chunk array back to the store: exact arrays (resident) are uncounted, pooled arrays (windowed) are returned to the pool.
private void ReturnArray(float[]? data)
{
if (data == null) return;
@@ -609,5 +662,6 @@ internal sealed class AudioClipSource
}
}
+ /// ceil(a / b) for a ≥ 0, b > 0.
private static long CeilDiv(long a, long b) => (a + b - 1) / b;
}
diff --git a/Util/Audio/Clip/AudioClipStore.cs b/Util/Audio/Clip/AudioClipStore.cs
index 631c41e..c94f0db 100644
--- a/Util/Audio/Clip/AudioClipStore.cs
+++ b/Util/Audio/Clip/AudioClipStore.cs
@@ -29,18 +29,34 @@ internal sealed class AudioClipStore : IDisposable
/// Longest wait for the decoder thread to stop in , in milliseconds.
private const int DecoderStopTimeoutMs = 3000;
+ /// Sources by key; a null value marks a key whose reader could not be created. Also the lock of the source tables.
private readonly Dictionary _sources = new();
+
+ /// Non-null sources in creation order, scanned by the decoder thread. Guarded by the lock.
private readonly List _sourceList = new();
+
+ /// Free windowed chunk arrays ( floats each), guarded by .
private readonly Stack _chunkPool = new();
+
private readonly object _poolLock = new();
+
+ /// Monitor the decoder thread pulses after each load (or failure); consumers in wait on it.
private readonly object _signal = new();
+
+ /// Wakes the decoder thread when a cursor, demand or source changes ().
private readonly AutoResetEvent _serviceRequested = new(false);
private Thread? _decoderThread;
private volatile bool _stopRequested;
+
+ /// Bytes of allocated sample arrays (see ), updated with Interlocked.
private long _allocatedBytes;
+
private long _peakBytes;
+
+ /// First fatal error (out of memory, or an exception that stopped the decoder thread); null while none.
private volatile Exception? _fatalError;
+
private volatile bool _disposed;
/// Sample rate every source is resampled to, in Hz.
@@ -52,9 +68,12 @@ internal sealed class AudioClipStore : IDisposable
/// Highest value of since creation.
public long PeakBytes => Interlocked.Read(ref _peakBytes);
- /// Out-of-memory error raised while loading, or null.
+ ///
+ /// Out-of-memory error raised while opening or loading a clip, or the exception that stopped the decoder thread; null while none.
+ ///
public Exception? FatalError => _fatalError;
+ /// Sample rate in Hz every source is resampled to (positive). Call to begin decoding.
public AudioClipStore(int outputRate)
{
if (outputRate <= 0) throw new ArgumentOutOfRangeException(nameof(outputRate));
@@ -75,6 +94,11 @@ internal sealed class AudioClipStore : IDisposable
_decoderThread.Start();
}
+ ///
+ /// Decoder thread body: loads one chunk per iteration, or sleeps until (at most
+ /// ms) when nothing is missing. An unexpected exception ends the thread and is kept as the
+ /// fatal error, so waiting consumers fail instead of waiting forever.
+ ///
private void DecoderLoop()
{
try
@@ -124,6 +148,7 @@ internal sealed class AudioClipStore : IDisposable
return true;
}
+ /// Wakes the decoder thread to re-evaluate what to free and load. Any thread.
internal void RequestService() => _serviceRequested.Set();
// ── Sources ──
@@ -169,6 +194,8 @@ internal sealed class AudioClipStore : IDisposable
Melon.Logger.Error($"[AudioClipStore] Failed to open clip '{key}': {e}");
}
+ // The reader is created outside the lock (it may decode or copy a whole clip). If another caller registered the
+ // same key meanwhile, its entry wins and this source is discarded.
lock (_sources)
{
if (_disposed || _sources.TryGetValue(key, out var raced))
@@ -188,6 +215,10 @@ internal sealed class AudioClipStore : IDisposable
return source;
}
+ ///
+ /// True when has been registered; is then the source, or null when its reader
+ /// could not be created. Any thread.
+ ///
public bool TryGet(string key, out AudioClipSource? source)
{
lock (_sources)
@@ -214,6 +245,8 @@ internal sealed class AudioClipStore : IDisposable
if (source.IsFailed || _disposed) return default;
if (source.TryAcquire(frame, out var view)) return view;
+ // Retry under the signal lock so a load completed between the first try and the wait is not missed;
+ // the timed wait also rechecks cancellation and failure states periodically.
lock (_signal)
{
if (source.TryAcquire(frame, out view)) return view;
@@ -224,6 +257,7 @@ internal sealed class AudioClipStore : IDisposable
}
}
+ /// Throws wrapping when one is set.
private void ThrowIfFatal()
{
var error = _fatalError;
@@ -231,6 +265,7 @@ internal sealed class AudioClipStore : IDisposable
throw new InvalidOperationException("Audio clip loading failed: " + error.Message, error);
}
+ /// Wakes every consumer waiting in (after a load, a failure, or on dispose).
internal void NotifyChunkLoaded()
{
lock (_signal)
@@ -239,12 +274,14 @@ internal sealed class AudioClipStore : IDisposable
}
}
+ /// Logs a load error of one source (the source is already marked failed and plays silence) and wakes waiting consumers.
internal void ReportSourceFailure(AudioClipSource source, Exception error)
{
Melon.Logger.Error($"[AudioClipStore] Failed to load clip '{source.Key}', it will be silent: {error}");
NotifyChunkLoaded();
}
+ /// Logs an out-of-memory error, keeps it as (first one wins) and wakes waiting consumers.
internal void ReportFatal(AudioClipSource source, OutOfMemoryException error)
{
Melon.Logger.Error($"[AudioClipStore] Out of memory while loading clip '{source.Key}' ({AllocatedBytes / 1048576.0:F1} MiB allocated): {error}");
@@ -254,6 +291,7 @@ internal sealed class AudioClipStore : IDisposable
// ── Arrays ──
+ /// Takes a pooled array of floats, or allocates (and counts) a new one. Contents are undefined.
internal float[] RentChunkArray()
{
lock (_poolLock)
@@ -265,6 +303,7 @@ internal sealed class AudioClipStore : IDisposable
return data;
}
+ /// Puts a rented array back into the pool (it stays counted); after dispose it is dropped and uncounted.
internal void ReturnChunkArray(float[] data)
{
if (_disposed)
@@ -278,6 +317,7 @@ internal sealed class AudioClipStore : IDisposable
}
}
+ /// Allocates a counted array of exactly floats (resident chunks, copied Unity clip blocks).
internal float[] AllocateExactArray(int floats)
{
var data = new float[floats];
@@ -285,8 +325,10 @@ internal sealed class AudioClipStore : IDisposable
return data;
}
+ /// Uncounts an array from ; the array itself is left to the garbage collector.
internal void FreeExactArray(float[] data) => AddAllocated(-data.LongLength * sizeof(float));
+ /// Adds (negative to subtract) to the allocation counter and raises the peak lock-free.
private void AddAllocated(long bytes)
{
var current = Interlocked.Add(ref _allocatedBytes, bytes);
@@ -297,6 +339,7 @@ internal sealed class AudioClipStore : IDisposable
}
}
+ /// Logs the source count and the current and peak sample memory in MiB.
public void LogMemoryUsage()
{
int sourceCount;
diff --git a/Util/Audio/Clip/DecodeStream.cs b/Util/Audio/Clip/DecodeStream.cs
index 9ff5bf8..a962fc1 100644
--- a/Util/Audio/Clip/DecodeStream.cs
+++ b/Util/Audio/Clip/DecodeStream.cs
@@ -18,18 +18,34 @@ internal sealed class DecodeStream : IDisposable
/// Input frames read from the reader per resampler call.
private const int ReadBlockFrames = 4096;
+ /// Resampler from the reader's rate to the output rate; null when the rates are equal (samples are copied).
private readonly PCMResampler? _resampler;
+
private readonly int _channels;
private readonly int _outputRate;
+
+ /// Input block of frames, interleaved.
private readonly float[] _readBuffer;
+
+ /// Scratch output for frames discarded after a restart; allocated on first use.
private float[]? _discardBuffer;
+
+ /// True once the reader returned no more input and the resampler is being drained with Flush.
private bool _flushing;
+
+ /// True once the input and the resampler tail are exhausted; the stream must restart before producing more.
private bool _ended;
+ /// Input frames per alignment step: input rate / gcd (1 without resampling).
private readonly long _inputStep;
+
+ /// Output frames per alignment step: output rate / gcd (1 without resampling).
private readonly long _outputStep;
+
+ /// Input frames fed before the requested position on a restart, so the filter history matches a continuous run.
private readonly long _prerollInputFrames;
+ /// Reader of this stream (owned; disposed with the stream).
public IPCMReader Reader { get; }
/// Output frame the stream continues at, or -1 when the stream is not positioned.
@@ -41,6 +57,8 @@ internal sealed class DecodeStream : IDisposable
/// Number of times the stream started anew (seek + resampler reset).
public int RestartCount { get; private set; }
+ /// Reader of the clip; ownership passes to the stream.
+ /// Output sample rate in Hz.
public DecodeStream(IPCMReader reader, int outputRate)
{
Reader = reader;
@@ -58,6 +76,7 @@ internal sealed class DecodeStream : IDisposable
// History fed before the first kept output frame when a stream starts mid-clip.
// The filter spans about filter_size input frames per output frame at ratios up to 1:1
// and filter_size * (input rate / output rate) input frames when downsampling.
+ // The preroll is four times that span plus one alignment step (the restart position is rounded down to a step).
var ratio = Math.Max(1L, (reader.SampleRate + outputRate - 1L) / outputRate);
_prerollInputFrames = 4L * _resampler.FilterSize * ratio + _inputStep;
}
@@ -77,6 +96,7 @@ internal sealed class DecodeStream : IDisposable
var channels = _channels;
var filled = 0;
+ // Same rate: output frame = input frame; seek only when the reader is not already at the start.
if (_resampler == null)
{
if (Reader.Position != start)
@@ -115,6 +135,7 @@ internal sealed class DecodeStream : IDisposable
fixed (float* pIn = _readBuffer)
fixed (float* pOut = data)
{
+ // Produce and drop the output frames between the aligned restart position and the requested start.
while (discard > 0 && !_ended)
{
_discardBuffer ??= new float[ReadBlockFrames * channels];
@@ -167,12 +188,14 @@ internal sealed class DecodeStream : IDisposable
return 0;
}
+ /// Releases the resampler and the reader.
public void Dispose()
{
_resampler?.Dispose();
Reader.Dispose();
}
+ /// Greatest common divisor of two positive integers (Euclid).
private static int GCD(int a, int b)
{
while (b != 0) (a, b) = (b, a % b);
diff --git a/Util/Audio/Clip/FFmpegPCMReader.cs b/Util/Audio/Clip/FFmpegPCMReader.cs
index 3690b6a..504b7de 100644
--- a/Util/Audio/Clip/FFmpegPCMReader.cs
+++ b/Util/Audio/Clip/FFmpegPCMReader.cs
@@ -31,12 +31,20 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
///
private const double SeekMarginSeconds = 0.25;
+ // FFmpeg objects owned by this reader, freed by Dispose (null after).
private AVFormatContext* _format;
private AVCodecContext* _codec;
+
+ /// Sample format converter: decoder format to interleaved float, same rate and layout.
private SwrContext* _swr;
+
private AVPacket* _packet;
private AVFrame* _frame;
+
+ /// Index of the decoded audio stream in the container; every other stream is discarded by the demuxer.
private readonly int _streamIndex;
+
+ /// Time base of the stream's timestamps (seconds per tick).
private readonly AVRational _timeBase;
private readonly long _ptsOrigin; // Stream timestamp of output frame _leadFrames
private readonly long _leadFrames; // Silent frames placed before the first decoded frame (MP3 header frame, see class summary)
@@ -49,14 +57,27 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
private long _nextDecodedFrame; // Frame index of the next decoded frame when counting sequentially
private bool _syncToTimestamp; // True until the first frame after open/seek sets _nextDecodedFrame from its timestamp
+ // _flushSent: the null packet (drain request) was sent at the end of the file.
+ // _endOfStream: the decoder returned EOF, or nothing more after the drain request.
private bool _flushSent;
private bool _endOfStream;
+ /// File path the reader was opened with.
public string Path { get; }
+
+ ///
public int Channels { get; }
+
+ ///
public int SampleRate { get; }
+
+ ///
public long TotalFrames { get; }
+
+ /// False: the reader seeks within the file.
public bool IsForwardOnly => false;
+
+ ///
public long Position { get; private set; }
/// True when the stream is MP3 and is decoded with the game's MP3 timing (see class summary).
@@ -65,6 +86,12 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
/// Number of demuxer seeks performed (for diagnostics).
public int SeekCount { get; private set; }
+ ///
+ /// Opens , selects the best audio stream and opens its decoder. For MP3 files the whole file is
+ /// scanned once to count frames (see the class summary).
+ ///
+ /// The file cannot be opened, has no decodable audio stream, has no duration
+ /// (non-MP3), or an FFmpeg setup call fails. Everything allocated so far is freed.
public FFmpegPCMReader(string path)
{
Path = path;
@@ -181,6 +208,11 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
throw new InvalidOperationException($"Failed to rewind '{Path}': {ErrorString(seek)}");
}
+ ///
+ /// Frame count from the stream duration, or from the container duration (AV_TIME_BASE units, microseconds) when the stream
+ /// has none.
+ ///
+ /// Neither duration is known.
private long EstimateTotalFrames(AVStream* stream)
{
if (stream->duration != ffmpeg.AV_NOPTS_VALUE && stream->duration > 0)
@@ -190,6 +222,13 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
throw new InvalidOperationException($"Audio file '{Path}' has no duration.");
}
+ ///
+ /// Moves to (0 ~ ). A target within the pending block or up to the seek margin
+ /// after it is reached by decoding forward; otherwise the demuxer seeks backward (AVSEEK_FLAG_BACKWARD) to target - margin
+ /// (or to the stream start if that fails) and the decoder is flushed. Decoded samples before the target are discarded by Read.
+ ///
+ /// is outside 0 ~ TotalFrames.
+ /// The demuxer cannot seek.
public void Seek(long frame)
{
if (frame < 0 || frame > TotalFrames) throw new ArgumentOutOfRangeException(nameof(frame));
@@ -205,6 +244,7 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
return;
}
+ // Target timestamp in stream ticks; the lead (silent) frames have no packets, so they are subtracted first.
var targetTs = _ptsOrigin + ffmpeg.av_rescale_q(Math.Max(0, frame - _leadFrames - marginFrames), new AVRational { num = 1, den = SampleRate }, _timeBase);
var ret = ffmpeg.av_seek_frame(_format, _streamIndex, targetTs, ffmpeg.AVSEEK_FLAG_BACKWARD);
if (ret < 0)
@@ -222,6 +262,12 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
Position = frame;
}
+ ///
+ ///
+ /// Frames before the first decoded frame (MP3 lead silence) and gaps between decoded timestamps are returned as zeros.
+ /// Returns fewer frames than requested when decoding ends before .
+ ///
+ /// Reading, decoding or sample conversion fails.
public int Read(float[] buffer, int frameCount)
{
var limit = (int)Math.Min(frameCount, TotalFrames - Position);
@@ -264,6 +310,10 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
}
/// Decodes the next audio frame into the pending buffer. Returns false at the end of the stream.
+ ///
+ /// Send/receive loop: receive a frame; on EAGAIN read and send the next packet of the stream; at the end of the file send a
+ /// null packet to drain the decoder, then receive until EOF.
+ ///
private bool DecodeNextFrame()
{
while (!_endOfStream)
@@ -315,6 +365,10 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
return false;
}
+ ///
+ /// Converts the decoded frame to interleaved float into the pending buffer and assigns its frame position: from its timestamp
+ /// for the first frame after open/seek (the current position when it has none), sequential afterwards.
+ ///
private void StoreFrame()
{
var samples = _frame->nb_samples;
@@ -347,6 +401,7 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
_nextDecodedFrame += samples;
}
+ /// Frees every FFmpeg object and closes the file. Safe to call more than once and on a partly constructed reader.
public void Dispose()
{
if (_frame != null)
@@ -381,6 +436,7 @@ internal sealed unsafe class FFmpegPCMReader : IPCMReader
}
}
+ /// FFmpeg error text for (av_strerror) followed by the numeric code.
private static string ErrorString(int error)
{
var buffer = stackalloc byte[1024];
diff --git a/Util/Audio/Clip/MP3HeaderFrame.cs b/Util/Audio/Clip/MP3HeaderFrame.cs
index fe91fb8..deae053 100644
--- a/Util/Audio/Clip/MP3HeaderFrame.cs
+++ b/Util/Audio/Clip/MP3HeaderFrame.cs
@@ -37,8 +37,13 @@ internal static class MP3HeaderFrame
return SilentFrames(file);
}
+ ///
+ /// for a seekable stream positioned anywhere (the stream is read from offset 0).
+ /// Only the first valid frame header within after the ID3v2 tags is examined.
+ ///
public static int SilentFrames(Stream stream)
{
+ // Skip consecutive ID3v2 tags: 10-byte header + syncsafe size (+ 10-byte footer when flagged).
var tag = new byte[10];
long offset = 0;
while (true)
@@ -65,6 +70,14 @@ internal static class MP3HeaderFrame
return 0;
}
+ ///
+ /// Parses the 4-byte frame header at . False for a missing sync or a reserved version, layer, bitrate
+ /// index (15) or sample rate index (3).
+ ///
+ /// Bytes to parse.
+ /// Offset of the first header byte in .
+ /// Samples per channel in the frame (384, 576 or 1152).
+ /// Offset of a Xing/Info tag from the header start: 4 + CRC (2) + Layer III side information (0 for Layers I/II).
private static bool TryParseHeader(byte[] data, int i, out int samplesPerFrame, out int tagOffset)
{
samplesPerFrame = 0;
@@ -91,6 +104,7 @@ internal static class MP3HeaderFrame
return true;
}
+ /// True when the ASCII string is at within the first bytes.
private static bool HasTag(byte[] data, int length, int at, string tag)
{
if (at < 0 || at + tag.Length > length) return false;
@@ -99,6 +113,7 @@ internal static class MP3HeaderFrame
return true;
}
+ /// Reads until bytes or the end of the stream; returns the bytes read.
private static int ReadFully(Stream stream, byte[] buffer, int count)
{
var total = 0;
diff --git a/Util/Audio/Clip/MP3MonoLayoutReader.cs b/Util/Audio/Clip/MP3MonoLayoutReader.cs
index b1e35ab..c1c0c8e 100644
--- a/Util/Audio/Clip/MP3MonoLayoutReader.cs
+++ b/Util/Audio/Clip/MP3MonoLayoutReader.cs
@@ -16,6 +16,8 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
internal sealed class MP3MonoLayoutReader : IPCMReader
{
private readonly IPCMReader _inner;
+
+ /// Reused buffer for inner frames, grown to the largest request.
private float[] _innerBuffer = Array.Empty();
/// Mono reader of the MP3 file with the game's MP3 timing (). Owned by this reader.
@@ -26,10 +28,19 @@ internal sealed class MP3MonoLayoutReader : IPCMReader
Position = inner.Position * 2;
}
+ /// Always 1.
public int Channels => 1;
+
+ /// The inner reader's sample rate (the game plays the doubled data at this rate).
public int SampleRate => _inner.SampleRate;
+
+ /// Twice the inner frame count.
public long TotalFrames => _inner.TotalFrames * 2;
+
+ ///
public bool IsForwardOnly => _inner.IsForwardOnly;
+
+ ///
public long Position { get; private set; }
/// Moves to ; the inner reader moves to the inner frame of the next even position.
@@ -39,12 +50,14 @@ internal sealed class MP3MonoLayoutReader : IPCMReader
Position = frame;
}
+ ///
public int Read(float[] buffer, int frameCount)
{
var limit = (int)Math.Min(frameCount, TotalFrames - Position);
var written = 0;
while (written < limit)
{
+ // Odd position: the zero slot after an inner sample (also the first frame after a seek to an odd frame).
if ((Position & 1) == 1)
{
buffer[written++] = 0f;
@@ -52,6 +65,7 @@ internal sealed class MP3MonoLayoutReader : IPCMReader
continue;
}
+ // Even position: read enough inner frames for the remaining output, then interleave each with a zero.
var want = (limit - written + 1) / 2;
if (_innerBuffer.Length < want) _innerBuffer = new float[want];
var got = _inner.Read(_innerBuffer, want);
@@ -69,5 +83,6 @@ internal sealed class MP3MonoLayoutReader : IPCMReader
return written;
}
+ /// Disposes the inner reader.
public void Dispose() => _inner.Dispose();
}
diff --git a/Util/Audio/Clip/MemoryPCMReader.cs b/Util/Audio/Clip/MemoryPCMReader.cs
index 4d62840..16b42a0 100644
--- a/Util/Audio/Clip/MemoryPCMReader.cs
+++ b/Util/Audio/Clip/MemoryPCMReader.cs
@@ -11,19 +11,38 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
///
internal sealed class MemoryPCMReader : IPCMReader
{
+ /// Block arrays; an entry is set to null when the block is released.
private readonly float[]?[] _blocks;
+
+ /// Called with each released block (for example to uncount its memory in the store); may be null.
private readonly Action? _onBlockReleased;
+
private int _releasedCount; // Blocks [0, _releasedCount) are released
+ ///
public int Channels { get; }
+
+ ///
public int SampleRate { get; }
+
+ ///
public long TotalFrames { get; }
+
+ /// True: blocks are released as they are read.
public bool IsForwardOnly => true;
+
+ ///
public long Position { get; private set; }
/// Frames per block (all blocks except the last).
public int FramesPerBlock { get; }
+ /// Interleaved blocks in frame order; the reader takes ownership of the arrays (the list is copied).
+ /// Frames in every block except possibly the last (positive).
+ /// Channel count (positive).
+ /// Sample rate in Hz.
+ /// Frame count; the blocks must hold at least this many frames.
+ /// Called with each block when it is released; may be null.
public MemoryPCMReader(IReadOnlyList blocks, int framesPerBlock, int channels, int sampleRate, long totalFrames,
Action? onBlockReleased)
{
@@ -40,6 +59,8 @@ internal sealed class MemoryPCMReader : IPCMReader
TotalFrames = totalFrames;
}
+ ///
+ /// lies in a block that was already released.
public void Seek(long frame)
{
if (frame < 0 || frame > TotalFrames) throw new ArgumentOutOfRangeException(nameof(frame));
@@ -48,6 +69,8 @@ internal sealed class MemoryPCMReader : IPCMReader
Position = frame;
}
+ ///
+ /// Blocks whose end the position has passed are released after each copy.
public int Read(float[] buffer, int frameCount)
{
var total = (int)Math.Min(frameCount, TotalFrames - Position);
@@ -68,6 +91,7 @@ internal sealed class MemoryPCMReader : IPCMReader
return written;
}
+ /// Releases every block with an index below that is not released yet, in order.
private void ReleaseBlocksBefore(int blockIndex)
{
while (_releasedCount < blockIndex && _releasedCount < _blocks.Length)
@@ -79,5 +103,6 @@ internal sealed class MemoryPCMReader : IPCMReader
}
}
+ /// Releases every remaining block. Safe to call more than once.
public void Dispose() => ReleaseBlocksBefore(_blocks.Length);
}
diff --git a/Util/Audio/Clip/PCMResampler.cs b/Util/Audio/Clip/PCMResampler.cs
index c9d4ef0..31040c6 100644
--- a/Util/Audio/Clip/PCMResampler.cs
+++ b/Util/Audio/Clip/PCMResampler.cs
@@ -11,16 +11,27 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
///
internal sealed unsafe class PCMResampler : IDisposable
{
+ /// Resampler context owned by this instance; null after .
private SwrContext* _swr;
+
+ /// True after until .
private bool _flushed;
+ /// Channel count of input and output (interleaved).
public int Channels { get; }
+
+ /// Input sample rate in Hz.
public int InputRate { get; }
+
+ /// Output sample rate in Hz.
public int OutputRate { get; }
/// Value of the SwrContext "filter_size" option (filter length per phase in taps at a 1:1 ratio).
public int FilterSize { get; }
+ /// Creates and initializes a float-to-float resampler with the default channel layout for .
+ /// A count or rate is not positive.
+ /// libswresample cannot allocate or initialize the context.
public PCMResampler(int channels, int inputRate, int outputRate)
{
if (channels <= 0) throw new ArgumentOutOfRangeException(nameof(channels));
@@ -45,6 +56,8 @@ internal sealed unsafe class PCMResampler : IDisposable
throw new InvalidOperationException($"swr_alloc_set_opts2 failed ({ret}).");
_swr = swr;
+ // Falls back to 32, the libswresample default of "filter_size", when the option cannot be read.
+ // Reference: https://github.com/FFmpeg/FFmpeg/blob/master/libswresample/options.c (filter_size)
long filterSize;
FilterSize = ffmpeg.av_opt_get_int(_swr, "filter_size", 0, &filterSize) >= 0 ? (int)filterSize : 32;
@@ -96,6 +109,7 @@ internal sealed unsafe class PCMResampler : IDisposable
return ret;
}
+ /// Frees the context. Safe to call more than once.
public void Dispose()
{
if (_swr == null) return;
diff --git a/Util/Audio/Clip/UnityClipLoader.cs b/Util/Audio/Clip/UnityClipLoader.cs
index c9acbe5..ab9dcc6 100644
--- a/Util/Audio/Clip/UnityClipLoader.cs
+++ b/Util/Audio/Clip/UnityClipLoader.cs
@@ -25,6 +25,9 @@ internal static class UnityClipLoader
if (clip.loadType == AudioClipLoadType.Streaming)
throw new NotSupportedException($"AudioClip '{clip.name}' is a streaming clip; GetData cannot read it.");
+ // Clips with preloadAudioData off start unloaded; LoadAudioData loads the data synchronously, or asynchronously for
+ // clips with loadInBackground (GetData below then fails while the data is still loading).
+ // Reference: https://docs.unity3d.com/ScriptReference/AudioClip.LoadAudioData.html
if (clip.loadState == AudioDataLoadState.Unloaded)
clip.LoadAudioData();
diff --git a/Util/Audio/Filter/Gain.cs b/Util/Audio/Filter/Gain.cs
index bafa79c..62384d7 100644
--- a/Util/Audio/Filter/Gain.cs
+++ b/Util/Audio/Filter/Gain.cs
@@ -2,22 +2,31 @@ using System;
namespace ADOFAIRenderer.Util.Audio.Filter;
+///
+/// Constant gain: every sample is multiplied by 10^( / 20). Stateless and without latency.
+///
internal class Gain : IAudioFilter
{
+ /// Gain in dB (0 = unchanged, -1 ≈ ×0.891, -6 ≈ ×0.501). Read on every sample, so changes apply immediately.
public double Level = 0;
+ ///
public void Initialize(int sampleRate, int channels) { }
+ /// Returns × 10^( / 20); is not used.
public double ProcessSample(double sample, int channel) =>
sample * Math.Pow(10, Level / 20);
+ ///
public void ProcessBlock(Span buffer)
{
for (var i = 0; i < buffer.Length; i++)
buffer[i] = ProcessSample(buffer[i], 0);
}
+ ///
public void Reset() { }
+ ///
public double Latency => 0.0;
}
\ No newline at end of file
diff --git a/Util/Audio/Filter/HardClip.cs b/Util/Audio/Filter/HardClip.cs
index 2e20f6c..8a361da 100644
--- a/Util/Audio/Filter/HardClip.cs
+++ b/Util/Audio/Filter/HardClip.cs
@@ -3,15 +3,22 @@ using System.Runtime.CompilerServices;
namespace ADOFAIRenderer.Util.Audio.Filter;
+///
+/// Hard clipper: limits every sample to [-, +]. Stateless and without latency.
+/// In the chain of it catches the peaks the RMS-based limiter lets through before the final gain.
+///
internal class HardClip : IAudioFilter
{
+ /// Clip level as a linear amplitude (1.0 = full scale).
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once ConvertToConstant.Global
public double Threshold = 1.0;
+ ///
public void Initialize(int sampleRate, int channels) { }
+ /// Returns clamped to ±; is not used.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public double ProcessSample(double sample, int channel)
{
@@ -20,13 +27,16 @@ internal class HardClip : IAudioFilter
return sample;
}
+ ///
public void ProcessBlock(Span buffer)
{
for (var i = 0; i < buffer.Length; i++)
buffer[i] = ProcessSample(buffer[i], 0);
}
+ ///
public void Reset() { }
+ ///
public double Latency => 0.0;
}
\ No newline at end of file
diff --git a/Util/Audio/Filter/IAudioFilter.cs b/Util/Audio/Filter/IAudioFilter.cs
index ebf9a00..26460bf 100644
--- a/Util/Audio/Filter/IAudioFilter.cs
+++ b/Util/Audio/Filter/IAudioFilter.cs
@@ -2,14 +2,34 @@ using System;
namespace ADOFAIRenderer.Util.Audio.Filter;
+///
+/// Stage of the output filter chain of . Samples are doubles at nominal full scale ±1.0.
+/// A filter keeps its own state between calls, so consecutive blocks form one continuous signal.
+/// Used by one thread at a time (the render thread during rendering).
+///
internal interface IAudioFilter
{
+ ///
+ /// Sets the sample rate (Hz) and interleaved channel count of the signal and allocates per-channel state.
+ /// Called once before the first sample; the state is cleared as by .
+ ///
void Initialize(int sampleRate, int channels);
+ /// Processes one sample of channel (0 ~ channels - 1) and returns the output sample.
double ProcessSample(double sample, int channel);
+
+ ///
+ /// Processes in place. The buffer holds interleaved frames starting at channel 0
+ /// (length = frames * channels of ).
+ ///
void ProcessBlock(Span buffer);
+ /// Clears the internal state (envelopes, delay lines) without changing the settings.
void Reset();
+ ///
+ /// Delay of the output relative to the input, in seconds (0 for filters without look-ahead).
+ /// sums the latencies of the chain and compensates them.
+ ///
double Latency { get; }
}
\ No newline at end of file
diff --git a/Util/Audio/Filter/RMSCompressor.cs b/Util/Audio/Filter/RMSCompressor.cs
index ea07d27..3e82f85 100644
--- a/Util/Audio/Filter/RMSCompressor.cs
+++ b/Util/Audio/Filter/RMSCompressor.cs
@@ -3,6 +3,24 @@ using System.Runtime.CompilerServices;
namespace ADOFAIRenderer.Util.Audio.Filter;
+///
+/// Feed-forward RMS compressor with soft knee, attack/release ballistics in the dB domain and optional look-ahead.
+/// Each channel is detected and gain-reduced independently (no stereo link).
+///
+/// Per sample of channel c:
+/// 1. Mean square: ms[n] = r * ms[n-1] + (1 - r) * x[n]², r = exp(-1 / (sampleRate * ));
+/// level L = 10 * log10(ms + 1e-12) dB (the 1e-12 floor keeps silence finite, about -120 dB).
+/// 2. Static curve (gain reduction G ≤ 0 dB, T = , R = , W = ):
+/// G = (1/R - 1) * (L - T) above T + W/2; G = (1/R - 1) * (L - T + W/2)² / (2W) inside the knee; 0 below T - W/2.
+/// With W = 0 the knee is hard (G = (1/R - 1) * (L - T) above T). R = infinity gives G = T - L (a limiter at T).
+/// 3. Ballistics: g[n] = k * g[n-1] + (1 - k) * G, with k = attack coefficient while the reduction grows (G < g[n-1]) and
+/// release coefficient otherwise; coefficient = exp(-1 / (sampleRate * time)) (one-pole smoothing, time constant in seconds).
+/// 4. Output = x[n - lookAhead] * 10^(g[n] / 20): the gain computed from the current input is applied to the input delayed by
+/// , so the reduction starts before the peak reaches the output.
+///
+/// Properties may be set before (as in an object initializer); Initialize recomputes every
+/// coefficient for the actual sample rate and reallocates the delay lines. Not thread-safe.
+///
// ReSharper disable once InconsistentNaming
internal class RMSCompressor : IAudioFilter
{
@@ -13,11 +31,17 @@ internal class RMSCompressor : IAudioFilter
private double _kneeDb = 5; // in dB
private double _rmsWindowTime = 0.030; // in seconds
private double _lookAheadTime; // in seconds
+
+ /// Look-ahead delay in samples per channel: round(sampleRate * ); 0 disables the delay line.
private int _lookAheadSamples;
+ /// Sample rate in Hz; 44100 until sets the actual rate.
private int _sampleRate = 44100;
+
+ /// Interleaved channel count; 2 until sets the actual count.
private int _channels = 2;
+ // One-pole smoothing coefficients (0 ~ 1) of attack, release and the mean-square detector: exp(-1 / (sampleRate * time)).
private double _attackCoef;
private double _releaseCoef;
private double _rmsCoef;
@@ -28,6 +52,10 @@ internal class RMSCompressor : IAudioFilter
private double[][] _delayBuffers = Array.Empty(); // circular delay buffers
private int[] _delayWriteIndices = Array.Empty();
+ ///
+ /// Look-ahead delay in seconds, clamped to 0 ~ 1. Setting it reallocates (and clears) the delay lines.
+ /// Also reported as .
+ ///
public double LookAheadTime
{
get => _lookAheadTime;
@@ -38,20 +66,24 @@ internal class RMSCompressor : IAudioFilter
}
}
+ /// Output delay in seconds: .
public double Latency => _lookAheadTime;
+ /// Threshold in dB relative to full scale (RMS level of a constant ±1.0 signal = 0 dB).
public double ThresholdDb
{
get => _thresholdDb;
set => _thresholdDb = value;
}
+ /// Compression ratio (input dB above threshold : output dB above threshold), at least 1. Infinity limits at the threshold.
public double Ratio
{
get => _ratio;
set => _ratio = Math.Max(1, value);
}
+ /// Attack time constant in seconds, at least 0.0001 (smaller values, including 0, are raised to it).
public double AttackTime
{
get => _attackTime;
@@ -62,6 +94,7 @@ internal class RMSCompressor : IAudioFilter
}
}
+ /// Release time constant in seconds, at least 0.0001.
public double ReleaseTime
{
get => _releaseTime;
@@ -72,12 +105,14 @@ internal class RMSCompressor : IAudioFilter
}
}
+ /// Total knee width in dB, centered on the threshold, at least 0 (0 = hard knee).
public double KneeDb
{
get => _kneeDb;
set => _kneeDb = Math.Max(0, value);
}
+ /// Time constant of the mean-square detector in seconds, at least 0.0001.
public double RmsWindowTime
{
get => _rmsWindowTime;
@@ -88,6 +123,7 @@ internal class RMSCompressor : IAudioFilter
}
}
+ ///
public void Initialize(int sampleRate, int channels)
{
_sampleRate = sampleRate;
@@ -110,6 +146,7 @@ internal class RMSCompressor : IAudioFilter
ReallocateDelayBuffers();
}
+ /// Allocates one zeroed circular buffer of samples per channel.
private void ReallocateDelayBuffers()
{
if (_channels <= 0) return;
@@ -139,6 +176,10 @@ internal class RMSCompressor : IAudioFilter
_rmsCoef = Math.Exp(-1.0 / (_sampleRate * _rmsWindowTime));
}
+ ///
+ /// Processes one sample of (see the class summary). A channel outside 0 ~ channels - 1 is
+ /// returned unchanged and does not touch any state.
+ ///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public double ProcessSample(double sample, int channel)
{
@@ -162,10 +203,12 @@ internal class RMSCompressor : IAudioFilter
{
if (rmsDb > _thresholdDb + _kneeDb * 0.5)
{
+ // Above the knee: full ratio.
gStatic = (1 / _ratio - 1) * (rmsDb - _thresholdDb);
}
else if (rmsDb >= _thresholdDb - _kneeDb * 0.5)
{
+ // Inside the knee: quadratic transition from 0 dB at T - W/2 to the full-ratio line at T + W/2.
double diff = rmsDb - _thresholdDb + _kneeDb * 0.5;
gStatic = (1 / _ratio - 1) * diff * diff / (2 * _kneeDb);
}
@@ -194,6 +237,7 @@ internal class RMSCompressor : IAudioFilter
if (_lookAheadSamples > 0 && _delayBuffers.Length > channel && _delayBuffers[channel].Length > 0)
{
+ // Circular delay line: read the sample written _lookAheadSamples calls ago, then overwrite it with the current one.
var buffer = _delayBuffers[channel];
int writeIdx = _delayWriteIndices[channel];
double delayedSample = buffer[writeIdx];
@@ -205,6 +249,7 @@ internal class RMSCompressor : IAudioFilter
return sample * linearGain;
}
+ ///
public void ProcessBlock(Span buffer)
{
for (var i = 0; i < buffer.Length; i++)
@@ -214,6 +259,7 @@ internal class RMSCompressor : IAudioFilter
}
}
+ /// Clears the detector, the gain envelope and the delay lines (the delay outputs zeros for the next look-ahead samples).
public void Reset()
{
Array.Clear(_rmsState, 0, _rmsState.Length);
diff --git a/Util/Audio/Mixer/Voice.cs b/Util/Audio/Mixer/Voice.cs
index 123bf8b..faf6a9f 100644
--- a/Util/Audio/Mixer/Voice.cs
+++ b/Util/Audio/Mixer/Voice.cs
@@ -10,7 +10,7 @@ namespace ADOFAIRenderer.Util.Audio.Mixer;
///
/// Main thread: the Set methods queue a change that takes effect at a given time (seconds relative to the render start,
/// the time at which the game made the change). Changes of one voice must be queued in non-decreasing time order.
-/// Render thread: applies each change at sample round(time * OutputRate).
+/// Render thread: applies each change at sample floor(time * OutputRate) ().
///
/// Playback model (output samples n, clip positions in frames of the source at the output sample rate):
/// - The voice is silent before its start sample and from its end sample on.
@@ -21,20 +21,37 @@ namespace ADOFAIRenderer.Util.Audio.Mixer;
///
internal sealed class Voice
{
+ /// Kind of a queued ; the meaning of depends on it.
internal enum ChangeKind
{
+ /// Value: playback rate, at least 0.
Pitch,
+
+ /// Value: linear gain.
Volume,
+
+ /// Value: 1 = loop on, 0 = loop off.
Loop,
+
+ /// Value: clip position in seconds, at least 0.
Position,
+
+ /// Value: end time in seconds relative to the render start.
EndTime,
+
+ /// Value: unused (0). Ends playback at the sample the change is applied at.
Stop
}
+ /// One timed change of a voice, queued by the main thread and applied by the render thread.
internal readonly struct Change
{
public readonly ChangeKind Kind;
+
+ /// Output sample at which the change takes effect ( of the change time).
public readonly long Sample;
+
+ /// Argument of the change (see ).
public readonly double Value;
public Change(ChangeKind kind, long sample, double value)
@@ -45,6 +62,7 @@ internal sealed class Voice
}
}
+ /// Mixer that owns this voice; the Set methods queue their changes on it.
private readonly VoiceMixer _mixer;
// ── Render thread state ──
@@ -58,11 +76,22 @@ internal sealed class Voice
/// Output sample at which playback stops (exclusive); long.MaxValue when not set.
internal long EndSample = long.MaxValue;
+ /// Output sample of the current anchor (see the class summary).
internal long AnchorSample;
+
+ /// Clip position at , in frames at the output sample rate (may be fractional).
internal double AnchorPosition;
+
+ /// Clip frames advanced per output sample (1 = original speed), at least 0.
internal double Pitch;
+
+ /// Linear gain applied to the clip samples.
internal double Volume;
+
+ /// True while the clip repeats at .
internal bool Loop;
+
+ /// Set by the render thread when playback has ended; the voice is then released and removed from the mixer.
internal bool Finished;
///
@@ -74,7 +103,10 @@ internal sealed class Voice
/// Loop length in frames at the output sample rate (source duration * output rate).
internal double Period;
+ /// Read position registered on so the decoder thread keeps the chunks ahead loaded; null without a usable source.
internal AudioCursor? Cursor;
+
+ /// Chunk of currently held for reading (invalid when none). Render thread only.
internal ChunkView View;
internal Voice(VoiceMixer mixer, AudioClipSource? source, string name)
@@ -128,6 +160,9 @@ internal sealed class Voice
///
internal void Apply(in Change change, long sample, int outputRate)
{
+ // Anchor changes made before the start take effect at the start sample (playback starts from the new state).
+ // EndTime uses the change's own value; Stop ends at the sample it is applied at, so a Stop before the start
+ // ends the voice before it plays.
var at = Math.Max(sample, StartSample);
switch (change.Kind)
{
@@ -155,6 +190,7 @@ internal sealed class Voice
}
}
+ /// Moves the anchor to , keeping the (wrapped) position there, before a pitch or loop change.
private void Reanchor(long sample)
{
AnchorPosition = WrappedPositionAt(sample);
diff --git a/Util/Audio/Mixer/VoiceMixer.cs b/Util/Audio/Mixer/VoiceMixer.cs
index b522d4b..871ef69 100644
--- a/Util/Audio/Mixer/VoiceMixer.cs
+++ b/Util/Audio/Mixer/VoiceMixer.cs
@@ -9,7 +9,7 @@ namespace ADOFAIRenderer.Util.Audio.Mixer;
/// Mixes every into interleaved double samples at the output sample rate and channel count.
///
/// Time: output sample n is at n / OutputRate seconds relative to the render start (the same time base as the times passed
-/// to and the Voice Set methods). A time t maps to sample round(t * OutputRate).
+/// to and the Voice Set methods). A time t maps to sample floor(t * OutputRate) ().
///
/// Threads:
/// - Main thread: and the Voice Set methods queue commands under a lock. Commands must be queued in
@@ -25,16 +25,23 @@ namespace ADOFAIRenderer.Util.Audio.Mixer;
///
internal sealed class VoiceMixer : IDisposable
{
+ /// Kind of a queued main-thread command.
private enum CommandKind
{
+ /// Adds a new voice to the mixed set (created by ).
Play,
+
+ /// Appends a to the voice's pending queue.
Change
}
+ /// Command queued by the main thread and taken by the render thread at the start of .
private readonly struct Command
{
public readonly CommandKind Kind;
public readonly Voice Voice;
+
+ /// The change for ; default for .
public readonly Voice.Change Change;
public Command(CommandKind kind, Voice voice, Voice.Change change)
@@ -48,6 +55,8 @@ internal sealed class VoiceMixer : IDisposable
private readonly AudioClipStore _store;
private readonly CancellationToken _cancellationToken;
+ // Double-buffered command lists: the main thread appends to _commands under _commandLock; the render thread swaps the
+ // two lists under the lock and processes _takenCommands outside it, then clears it for the next swap.
private readonly object _commandLock = new();
private List _commands = new();
private List _takenCommands = new();
@@ -68,8 +77,10 @@ internal sealed class VoiceMixer : IDisposable
_cancellationToken = cancellationToken;
}
+ /// Output sample rate in Hz (the store's ).
public int OutputRate { get; }
+ /// Interleaved channel count of the mixed output (1 or more).
public int OutputChannels { get; }
/// Voices currently mixed (started or waiting to start). Render thread only.
@@ -113,6 +124,10 @@ internal sealed class VoiceMixer : IDisposable
return voice;
}
+ ///
+ /// Queues a change of that takes effect at sample ().
+ /// Called by the Voice Set methods on the main thread.
+ ///
internal void Enqueue(Voice voice, Voice.ChangeKind kind, double time, double value)
{
var change = new Voice.Change(kind, ToSample(time, OutputRate), value);
@@ -138,10 +153,13 @@ internal sealed class VoiceMixer : IDisposable
TakeCommands();
+ // Iterated backwards so finished voices can be removed in place.
for (var i = _voices.Count - 1; i >= 0; i--)
{
var voice = _voices[i];
var sample = firstSample;
+ // Split the block into segments at the samples of pending changes: each segment is mixed with constant
+ // voice state, and a change is applied when the segment reaches its sample (or at once when its sample is past).
while (!voice.Finished)
{
var segmentEnd = endSample;
@@ -162,6 +180,8 @@ internal sealed class VoiceMixer : IDisposable
if (sample >= endSample) break;
}
+ // The end sample is inside or before this block: nothing more will be mixed. Changes still pending for this voice
+ // (after the end) are dropped with it.
if (!voice.Finished && endSample >= voice.EndSample)
voice.Finished = true;
if (voice.Finished)
@@ -172,6 +192,10 @@ internal sealed class VoiceMixer : IDisposable
}
}
+ ///
+ /// Takes every queued command: Play adds the voice (with a cursor at frame 0 when its source is usable), Change appends to
+ /// the voice's pending queue (dropped for finished voices). Render thread only.
+ ///
private void TakeCommands()
{
lock (_commandLock)
@@ -203,6 +227,7 @@ internal sealed class VoiceMixer : IDisposable
var end = Math.Min(to, voice.EndSample);
if (start >= end) return;
+ // A voice whose source is missing or failed is silent; it finishes at its first segment inside [start, end).
var source = voice.Source;
if (source == null || source.IsFailed)
{
@@ -222,6 +247,7 @@ internal sealed class VoiceMixer : IDisposable
var volume = voice.Volume;
var offset = (int)(start - from) * channels;
+ // Move the cursor to the segment start so the decoder thread keeps the chunks ahead of it loaded.
UpdateCursor(voice, (long)voice.WrappedPositionAt(start));
for (var n = start; n < end; n++, offset += channels)
@@ -234,6 +260,8 @@ internal sealed class VoiceMixer : IDisposable
voice.Finished = true;
return;
}
+ // Looping: a wrapped position is below Period, and Period (Duration * rate) is at most TotalFrames
+ // (TotalFrames rounds up), so this is a guard that reads the last frame.
position = totalFrames - 1;
}
@@ -243,6 +271,7 @@ internal sealed class VoiceMixer : IDisposable
if (!EnsureView(voice, index)) return;
var view = voice.View;
+ // Integer position (pitch 1 with an integer anchor): copy the stored sample.
if (fraction == 0.0)
{
for (var c = 0; c < channels; c++)
@@ -250,6 +279,7 @@ internal sealed class VoiceMixer : IDisposable
continue;
}
+ // Linear interpolation; the next frame may lie in the following chunk, at the loop start or past the end.
var nextIndex = index + 1;
var nextInView = view.Contains(nextIndex);
for (var c = 0; c < channels; c++)
@@ -303,6 +333,7 @@ internal sealed class VoiceMixer : IDisposable
return false;
}
+ /// Moves the voice's cursor to and copies the voice's loop flag (writes only on change).
private static void UpdateCursor(Voice voice, long frame)
{
var cursor = voice.Cursor;
@@ -311,6 +342,7 @@ internal sealed class VoiceMixer : IDisposable
if (cursor.Position != frame) cursor.Position = frame;
}
+ /// Releases the voice's held chunk and cursor and drops its pending changes. Render thread only.
private static void ReleaseVoice(Voice voice)
{
var source = voice.Source;
diff --git a/Util/Audio/OfflineAudioMixer.cs b/Util/Audio/OfflineAudioMixer.cs
index 3f5ef28..c32191f 100644
--- a/Util/Audio/OfflineAudioMixer.cs
+++ b/Util/Audio/OfflineAudioMixer.cs
@@ -26,7 +26,7 @@ namespace ADOFAIRenderer.Util.Audio;
///
internal sealed class OfflineAudioMixer : IDisposable
{
- /// Gain applied to every clip.
+ /// Linear gain applied to every clip (song and effects), before the filter chain (0.5 ≈ -6 dB headroom).
private const double ClipVolume = 0.5;
/// Additional gain of effect sounds (registered with ).
@@ -41,21 +41,48 @@ internal sealed class OfflineAudioMixer : IDisposable
/// Longest wait for a commit before checking for cancellation again, in milliseconds.
private const int CommitWaitMs = 50;
+ /// Output channel count (interleaved).
private readonly int _channels;
+
+ /// Output sample rate in Hz.
private readonly int _sampleRate;
+
private readonly AudioClipStore _store;
private readonly VoiceMixer _mixer;
+
+ /// Canceled by /; ends commit waits and chunk waits on the render thread.
private readonly CancellationTokenSource _cancellation = new();
+
+ /// Filter chain applied in list order to every mixed block.
private readonly List _filters = new();
+
+ /// Sum of the filter latencies in output samples: round(sum of * sample rate).
private readonly int _latencySamples;
// Main thread.
+
+ ///
+ /// Mapping of game AudioSources to the state of the effect sound last started on them. Weak keys: a destroyed source
+ /// does not keep its state alive. Replaced by a new table to drop every mapping at once.
+ ///
private ConditionalWeakTable _sourceStates = new();
+
+ /// Effect voices started since the last (finished ones are pruned periodically).
private readonly List _effectVoices = new();
+
+ /// Count of at which the next prune runs.
private int _effectVoicePruneAt = EffectVoicePruneCount;
+
+ /// Song source, or null when there is no song or it could not be loaded.
private AudioClipSource? _bgmSource;
+
+ /// audioLib key (AudioClip.name) of the song.
private string _bgmKey = "";
+
+ /// Current song voice, created by the first and replaced when the start time changes.
private Voice? _bgmVoice;
+
+ // Values last sent to the song voice (start in seconds relative to the render start); NaN before the first update.
private double _bgmStart = double.NaN;
private double _bgmPitch = double.NaN;
private double _bgmVolume = double.NaN;
@@ -66,11 +93,26 @@ internal sealed class OfflineAudioMixer : IDisposable
// Render thread (and Dispose, under _renderLock).
private readonly object _renderLock = new();
+
+ /// Index of the next output sample writes (frames per channel since the render start).
private long _nextOutputSample;
+
+ /// True once the filters have been fed samples [0, latency).
private bool _primed;
+
+ /// Reused interleaved mix buffer, grown to the largest block requested.
private double[] _mixBuffer = Array.Empty();
+
private bool _disposed;
+ ///
+ /// Creates the clip store (and starts its decoder thread), the voice mixer and the filter chain.
+ /// Filter settings: RMS compressor (threshold -10 dB, ratio 2, attack/release 0.1 s, knee 10 dB, RMS window 0.02 s),
+ /// limiter (RMS compressor with threshold 0 dB, infinite ratio, attack 0 raised to the 0.0001 s minimum, release 0.05 s,
+ /// hard knee, RMS window 0.02 s, look-ahead 0.01 s), hard clip at ±1.0, then -1 dB gain.
+ ///
+ /// Output channel count (interleaved).
+ /// Output sample rate in Hz; every clip is resampled to it.
public OfflineAudioMixer(int targetChannels, int targetSampleRate)
{
_channels = targetChannels;
@@ -96,6 +138,7 @@ internal sealed class OfflineAudioMixer : IDisposable
_filters.Add(new HardClip());
_filters.Add(new Gain { Level = -1 });
+ // Total delay of the chain; only the limiter's look-ahead contributes (0.01 s).
double latency = 0;
foreach (var filter in _filters)
{
@@ -148,6 +191,8 @@ internal sealed class OfflineAudioMixer : IDisposable
double pitch = conductor.song.pitch;
var countdown = conductor.separateCountdownTime ? conductor.crotchetAtStart / pitch * conductor.adjustedCountdownTicks : 0.0;
var start = conductor.dspTimeSong + countdown - dspTimeBase;
+ // levelData.volume is a percentage (100 = unchanged; scrConductor sets song.volume = volume * 0.01 the same way).
+ // Without a scnGame instance the level volume is 1.0.
var levelVolume = scnGame.instance ? scnGame.instance.levelData.volume * 0.01 : 1.0;
var volume = levelVolume * ClipVolume;
@@ -181,6 +226,11 @@ internal sealed class OfflineAudioMixer : IDisposable
GetOrAddSource(clipName);
}
+ ///
+ /// Source of the game clip (audioLib key): an existing source, or one opened through
+ /// with the clip from AudioManager.FindOrLoadAudioClip. Null for an empty name or an
+ /// unreadable clip (the key is then remembered as missing by the store). Main thread only.
+ ///
private AudioClipSource? GetOrAddSource(string clipName)
{
if (string.IsNullOrEmpty(clipName)) return null;
@@ -193,6 +243,14 @@ internal sealed class OfflineAudioMixer : IDisposable
/// Starts an effect sound at . An of 0 or more makes it loop until then.
/// (when given) is mapped to the returned state, which reports and applies later changes through the AudioSource.
///
+ /// Game AudioSource playing the sound, or null to map it later with .
+ /// audioLib key of the clip. A clip that cannot be loaded gives a silent voice.
+ /// Scheduled start, seconds relative to the render start (a start before starts at now).
+ /// Loop end, seconds relative to the render start; negative for a sound that plays once.
+ /// Game volume (linear); multiplied by the clip and effect gains.
+ /// Playback rate at the start.
+ /// Current render time in seconds.
+ /// State of the new sound, also used by the AudioSource patches.
public SourceState RegisterSoundEvent(AudioSource? source, string clipName, double startTime, double endTime, float volume, float pitch, double now)
{
var clipSource = GetOrAddSource(clipName);
@@ -200,6 +258,7 @@ internal sealed class OfflineAudioMixer : IDisposable
var voice = _mixer.Play(clipSource, clipName, startTime, volume * ClipVolume * EffectVolume, pitch, loop, now);
if (loop) voice.SetEndTime(endTime, now);
+ // Amortized pruning: the list is scanned only when it has doubled since the last prune.
if (_effectVoices.Count >= _effectVoicePruneAt)
{
_effectVoices.RemoveAll(v => v.IsFinished);
@@ -269,7 +328,10 @@ internal sealed class OfflineAudioMixer : IDisposable
}
}
- /// Stops waiting for commits and chunks; the render thread's current or next mix throws OperationCanceledException.
+ ///
+ /// Stops waiting for commits and chunks; the render thread's current or next mix throws OperationCanceledException.
+ /// May be called from any thread, more than once.
+ ///
public void Cancel()
{
_cancellation.Cancel();
@@ -280,7 +342,10 @@ internal sealed class OfflineAudioMixer : IDisposable
///
/// Writes the next output frames (interleaved float, continuing from the previous call).
+ /// Blocks until the main thread has committed the voice samples it needs (, ).
///
+ /// Destination; must hold at least samplesNeeded * channels floats. Values beyond that are untouched.
+ /// Frames (samples per channel) to write.
/// Chunk loading failed fatally (out of memory or the decoder thread stopped).
/// The render was canceled ().
public void GenerateAudioForFrame(float[] mixedBuffer, int samplesNeeded)
@@ -289,6 +354,8 @@ internal sealed class OfflineAudioMixer : IDisposable
{
if (_disposed) throw new ObjectDisposedException(nameof(OfflineAudioMixer));
+ // First call: run voice samples [0, latency) through the filters and discard the output, which is the
+ // zero-filled delay lines. Afterwards output sample n is the filtered voice sample n.
if (!_primed)
{
_primed = true;
@@ -323,6 +390,11 @@ internal sealed class OfflineAudioMixer : IDisposable
return block;
}
+ ///
+ /// Waits until the committed sample reaches (exclusive end of the block to mix), checking for
+ /// cancellation every ms.
+ ///
+ /// The render was canceled.
private void WaitForCommit(long endSample)
{
lock (_commitLock)
diff --git a/Util/Audio/SourceState.cs b/Util/Audio/SourceState.cs
index 161c3ad..a52e67e 100644
--- a/Util/Audio/SourceState.cs
+++ b/Util/Audio/SourceState.cs
@@ -21,15 +21,33 @@ namespace ADOFAIRenderer.Util.Audio;
///
internal sealed class SourceState
{
+ /// Start of playback, seconds relative to the render start.
private readonly double _start;
+
+ /// Render time of the last position or pitch change (at least ), seconds.
private double _anchorTime;
+
+ /// Unwrapped clip position at , seconds into the clip.
private double _anchorPosition;
+
+ /// Last finite pitch set (reported as is; negative values play as 0).
private double _pitch;
+
private readonly bool _loop;
+
+ /// Scheduled end time, seconds relative to the render start; infinity when not set.
private double _endTime = double.PositiveInfinity;
+
+ /// True after ; playback does not resume.
private bool _stopped;
+
+ /// timeSamples reported while not playing: the last value set through time/timeSamples, 0 after Stop.
private int _offsetSamples;
+
+ /// Clip length in seconds.
private double _length;
+
+ /// Clip sample rate in Hz (at least 1), used to convert between time and timeSamples.
private int _frequency;
/// Voice that plays the sound.
@@ -51,6 +69,7 @@ internal sealed class SourceState
_frequency = Math.Max(1, frequency);
}
+ /// Voice of the that plays the sound; changes made while playing are queued on it.
public Voice Voice { get; }
/// Takes the clip length and sample rate from the clip of the game AudioSource.
@@ -69,26 +88,39 @@ internal sealed class SourceState
Voice.SetEndTime(endTime, now);
}
+ /// AudioSource.isPlaying at : not stopped and before both the scheduled end and the natural end.
public bool IsPlaying(double now) => !_stopped && now < Math.Min(_endTime, NaturalEnd());
+ /// AudioSource.time at : clip position in seconds while playing, otherwise 0.
public float GetTime(double now) => IsPlaying(now) ? (float)PositionAt(now) : 0f;
+ /// AudioSource.timeSamples at : floor(position * frequency) while playing, otherwise the stored offset.
public int GetTimeSamples(double now) => IsPlaying(now) ? (int)Math.Floor(PositionAt(now) * _frequency) : _offsetSamples;
+ /// AudioSource.pitch: the last finite value set.
public float GetPitch() => (float)_pitch;
+ ///
+ /// AudioSource.time setter: stores floor(seconds * frequency) as the offset and, while playing, moves the position to
+ /// (negative values become 0) from (or from the start when not started yet).
+ ///
public void SetTime(float seconds, double now)
{
_offsetSamples = (int)Math.Floor((double)seconds * _frequency);
Seek(seconds, now);
}
+ /// AudioSource.timeSamples setter: as with samples / frequency seconds.
public void SetTimeSamples(int samples, double now)
{
_offsetSamples = samples;
Seek((double)samples / _frequency, now);
}
+ ///
+ /// AudioSource.pitch setter: ignores NaN and infinity. While playing, the position up to is kept
+ /// (new anchor) and the voice changes rate at ; otherwise only the reported value changes.
+ ///
public void SetPitch(float pitch, double now)
{
if (float.IsNaN(pitch) || float.IsInfinity(pitch)) return;
@@ -98,6 +130,7 @@ internal sealed class SourceState
if (playing) Voice.SetPitch(pitch, now);
}
+ /// AudioSource.Stop(): stops the voice at when playing, marks the state stopped and clears the offset.
public void Stop(double now)
{
if (IsPlaying(now)) Voice.Stop(now);
@@ -105,8 +138,13 @@ internal sealed class SourceState
_offsetSamples = 0;
}
+ /// Rate used for playback: with negative values treated as 0 (as in ).
private double PlaybackPitch => Math.Max(0.0, _pitch);
+ ///
+ /// While playing, sets the clip position to (at least 0) from max(now, start) and queues the same
+ /// position change on the voice.
+ ///
private void Seek(double seconds, double now)
{
if (!IsPlaying(now)) return;
@@ -116,6 +154,7 @@ internal sealed class SourceState
Voice.SetPosition(position, now);
}
+ /// Moves the anchor to max(now, start), keeping the current position, before a pitch change.
private void Reanchor(double now)
{
var time = Math.Max(now, _start);