Refactor Every namespace Keyword Usage

This commit is contained in:
copecone committed 2026-08-19 15:40:00 +09:00
1 parent 4e67cb9b09
commit 27be2141f7
44 files changed
+4619 -4545

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+80 -81
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@@ -1,101 +1,100 @@
using System;
namespace ADOFAIRenderer.Util.Audio
namespace ADOFAIRenderer.Util.Audio;
internal static class AudioResampler
{
internal static class AudioResampler
public static float[] Resample(float[] inputSamples, int inputChannels, int inputFrequency, int targetChannels, int targetFrequency)
{
public static float[] Resample(float[] inputSamples, int inputChannels, int inputFrequency, int targetChannels, int targetFrequency)
// ── Safety Validation ──
if (inputSamples.Length == 0 ||
inputChannels <= 0 || targetChannels <= 0 ||
inputFrequency <= 0 || targetFrequency <= 0)
{
// ── Safety Validation ──
if (inputSamples.Length == 0 ||
inputChannels <= 0 || targetChannels <= 0 ||
inputFrequency <= 0 || targetFrequency <= 0)
return Array.Empty<float>();
}
// If format is identical, return original samples
if (inputFrequency == targetFrequency && inputChannels == targetChannels)
return inputSamples;
int inputLength = inputSamples.Length / inputChannels;
int targetLength = (int)Math.Floor((double)inputLength * targetFrequency / inputFrequency);
float[] outputSamples = new float[targetLength * targetChannels];
for (int i = 0; i < targetLength; i++)
{
double srcIndex = (double)i * inputFrequency / targetFrequency;
long idxLow = (long)Math.Floor(srcIndex);
long idxHigh = idxLow + 1;
float t = (float)(srcIndex - idxLow);
if (idxHigh >= inputLength) idxHigh = inputLength - 1;
if (idxLow >= inputLength) idxLow = inputLength - 1;
if (targetChannels == 1) // 1. Mono Output
{
return Array.Empty<float>();
float valLow, valHigh;
if (inputChannels == 1) // Mono -> Mono
{
valLow = inputSamples[idxLow];
valHigh = inputSamples[idxHigh];
}
else // Multi -> Mono (Downmix: Average all channels)
{
float sumLow = 0f;
float sumHigh = 0f;
for (int c = 0; c < inputChannels; c++)
{
sumLow += inputSamples[idxLow * inputChannels + c];
sumHigh += inputSamples[idxHigh * inputChannels + c];
}
valLow = sumLow / inputChannels;
valHigh = sumHigh / inputChannels;
}
outputSamples[i] = valLow + t * (valHigh - valLow);
}
// If format is identical, return original samples
if (inputFrequency == targetFrequency && inputChannels == targetChannels)
return inputSamples;
int inputLength = inputSamples.Length / inputChannels;
int targetLength = (int)Math.Floor((double)inputLength * targetFrequency / inputFrequency);
float[] outputSamples = new float[targetLength * targetChannels];
for (int i = 0; i < targetLength; i++)
else if (targetChannels == 2) // 2. Stereo Output
{
double srcIndex = (double)i * inputFrequency / targetFrequency;
long idxLow = (long)Math.Floor(srcIndex);
long idxHigh = idxLow + 1;
float t = (float)(srcIndex - idxLow);
if (inputChannels == 1) // Mono -> Stereo (Duplicate to Left/Right)
{
float valLow = inputSamples[idxLow];
float valHigh = inputSamples[idxHigh];
float val = valLow + t * (valHigh - valLow);
outputSamples[i * 2] = val;
outputSamples[i * 2 + 1] = val;
}
else // Stereo/Multi -> Stereo (Map Left/Right, ignore extra channels)
{
float valLowL = inputSamples[idxLow * inputChannels];
float valHighL = inputSamples[idxHigh * inputChannels];
outputSamples[i * 2] = valLowL + t * (valHighL - valLowL);
if (idxHigh >= inputLength) idxHigh = inputLength - 1;
if (idxLow >= inputLength) idxLow = inputLength - 1;
if (targetChannels == 1) // 1. Mono Output
float valLowR = inputSamples[idxLow * inputChannels + 1];
float valHighR = inputSamples[idxHigh * inputChannels + 1];
outputSamples[i * 2 + 1] = valLowR + t * (valHighR - valLowR);
}
}
else // 3. Multi-channel Output (e.g., 5.1 Surround)
{
for (int c = 0; c < targetChannels; c++)
{
float valLow, valHigh;
if (inputChannels == 1) // Mono -> Mono
if (c < inputChannels)
{
valLow = inputSamples[idxLow];
valHigh = inputSamples[idxHigh];
valLow = inputSamples[idxLow * inputChannels + c];
valHigh = inputSamples[idxHigh * inputChannels + c];
}
else // Multi -> Mono (Downmix: Average all channels)
else
{
float sumLow = 0f;
float sumHigh = 0f;
for (int c = 0; c < inputChannels; c++)
{
sumLow += inputSamples[idxLow * inputChannels + c];
sumHigh += inputSamples[idxHigh * inputChannels + c];
}
valLow = sumLow / inputChannels;
valHigh = sumHigh / inputChannels;
}
outputSamples[i] = valLow + t * (valHigh - valLow);
}
else if (targetChannels == 2) // 2. Stereo Output
{
if (inputChannels == 1) // Mono -> Stereo (Duplicate to Left/Right)
{
float valLow = inputSamples[idxLow];
float valHigh = inputSamples[idxHigh];
float val = valLow + t * (valHigh - valLow);
outputSamples[i * 2] = val;
outputSamples[i * 2 + 1] = val;
}
else // Stereo/Multi -> Stereo (Map Left/Right, ignore extra channels)
{
float valLowL = inputSamples[idxLow * inputChannels];
float valHighL = inputSamples[idxHigh * inputChannels];
outputSamples[i * 2] = valLowL + t * (valHighL - valLowL);
float valLowR = inputSamples[idxLow * inputChannels + 1];
float valHighR = inputSamples[idxHigh * inputChannels + 1];
outputSamples[i * 2 + 1] = valLowR + t * (valHighR - valLowR);
}
}
else // 3. Multi-channel Output (e.g., 5.1 Surround)
{
for (int c = 0; c < targetChannels; c++)
{
float valLow, valHigh;
if (c < inputChannels)
{
valLow = inputSamples[idxLow * inputChannels + c];
valHigh = inputSamples[idxHigh * inputChannels + c];
}
else
{
valLow = inputSamples[idxLow * inputChannels];
valHigh = inputSamples[idxHigh * inputChannels];
}
outputSamples[i * targetChannels + c] = valLow + t * (valHigh - valLow);
valLow = inputSamples[idxLow * inputChannels];
valHigh = inputSamples[idxHigh * inputChannels];
}
outputSamples[i * targetChannels + c] = valLow + t * (valHigh - valLow);
}
}
return outputSamples;
}
return outputSamples;
}
}
+221 -220
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@@ -3,238 +3,239 @@ using System.Collections.Generic;
using ADOFAIRenderer.Core;
using UnityEngine;
namespace ADOFAIRenderer.Util.Audio
namespace ADOFAIRenderer.Util.Audio;
internal static class AudioSpectrumGenerator
{
internal static class AudioSpectrumGenerator
// ReSharper disable MemberCanBePrivate.Global
public static float[]? AudioClipData { get; private set; }
public static int Channels { get; private set; }
public static int Frequency { get; private set; }
public static int TotalSamples { get; private set; }
// ReSharper restore MemberCanBePrivate.Global
private static long _cachedFrame = -1;
private static readonly Dictionary<int, float[]> CachedSpectrums = new();
public static void Initialize(AudioClip? clip)
{
public static float[]? AudioClipData { get; private set; }
public static int Channels { get; private set; }
public static int Frequency { get; private set; }
public static int TotalSamples { get; private set; }
private static long _cachedFrame = -1;
private static readonly Dictionary<int, float[]> CachedSpectrums = new();
public static void Initialize(AudioClip? clip)
if (!clip)
{
if (!clip)
Clear();
return;
}
try
{
Channels = clip.channels;
Frequency = clip.frequency;
int samplesCount = clip.samples;
float[] rawSamples = new float[samplesCount * Channels];
clip.GetData(rawSamples, 0);
if (Channels == 1)
{
Clear();
return;
AudioClipData = rawSamples;
TotalSamples = samplesCount;
}
try
else
{
Channels = clip.channels;
Frequency = clip.frequency;
int samplesCount = clip.samples;
float[] rawSamples = new float[samplesCount * Channels];
clip.GetData(rawSamples, 0);
if (Channels == 1)
AudioClipData = new float[samplesCount];
TotalSamples = samplesCount;
for (int i = 0; i < samplesCount; i++)
{
AudioClipData = rawSamples;
TotalSamples = samplesCount;
}
else
{
AudioClipData = new float[samplesCount];
TotalSamples = samplesCount;
for (int i = 0; i < samplesCount; i++)
float sum = 0f;
for (int c = 0; c < Channels; c++)
{
float sum = 0f;
for (int c = 0; c < Channels; c++)
{
sum += rawSamples[i * Channels + c];
}
AudioClipData[i] = sum / Channels;
sum += rawSamples[i * Channels + c];
}
AudioClipData[i] = sum / Channels;
}
MelonLoader.MelonLogger.Msg($"[AudioSpectrumGenerator] Cached audio clip: {clip.name}, Samples: {TotalSamples}, Frequency: {Frequency}Hz, Channels: {Channels}");
}
catch (Exception e)
{
MelonLoader.MelonLogger.Error($"[AudioSpectrumGenerator] Failed to initialize audio cache: {e}");
Clear();
}
MelonLoader.MelonLogger.Msg($"[AudioSpectrumGenerator] Cached audio clip: {clip.name}, Samples: {TotalSamples}, Frequency: {Frequency}Hz, Channels: {Channels}");
}
public static void Clear()
catch (Exception e)
{
AudioClipData = null;
TotalSamples = 0;
Channels = 0;
Frequency = 0;
lock (CachedSpectrums)
{
_cachedFrame = -1;
CachedSpectrums.Clear();
}
}
public static void GetSpectrumData(float[] samples, int channel, FFTWindow window)
{
if (AudioClipData == null || AudioClipData.Length == 0 || !scrConductor.instance || !scrConductor.instance.hasSongStarted || !scrConductor.instance.song)
{
Array.Clear(samples, 0, samples.Length);
return;
}
var conductor = scrConductor.instance;
var pitch = conductor.song.pitch;
var separateCountdownOffset = conductor.separateCountdownTime ?
conductor.crotchetAtStart * conductor.adjustedCountdownTicks : 0.0;
// Calculate the actual scheduled start time of the song
var songScheduledStartTime = conductor.skipOffset ?
conductor.dspTimeSong + conductor.addoffset / pitch :
conductor.dspTimeSong + separateCountdownOffset / pitch;
if (conductor.dspTime < songScheduledStartTime)
{
Array.Clear(samples, 0, samples.Length);
return;
}
var songTime = (conductor.dspTime - conductor.dspTimeSong) * pitch - separateCountdownOffset;
var n = samples.Length;
if (n == 0 || (n & (n - 1)) != 0) // Ensure it's a power of 2
{
Array.Clear(samples, 0, samples.Length);
return;
}
var currentFrame = (RenderManager.Instance != null) ? RenderManager.Instance.frameCount : -1;
lock (CachedSpectrums)
{
if (currentFrame != _cachedFrame)
{
_cachedFrame = currentFrame;
CachedSpectrums.Clear();
}
if (CachedSpectrums.TryGetValue(n, out var cached))
{
Array.Copy(cached, samples, n);
return;
}
}
var fftSize = 2 * n;
var frequency = Frequency;
var totalSamples = TotalSamples;
var currentSampleIndex = (long)(songTime * frequency);
var windowSamples = new float[fftSize];
for (var i = 0; i < fftSize; i++)
{
var idx = currentSampleIndex - fftSize / 2 + i;
if (idx >= 0 && idx < totalSamples)
{
windowSamples[i] = AudioClipData[idx];
}
else
{
windowSamples[i] = 0f;
}
}
var spectrum = new float[n];
CalculateFFT(windowSamples, spectrum);
lock (CachedSpectrums)
{
CachedSpectrums[n] = spectrum;
Array.Copy(spectrum, samples, n);
}
}
private static void CalculateFFT(float[] samples, float[] spectrum)
{
var n = samples.Length;
// Apply Blackman-Harris window
const float a0 = 0.35875f;
const float a1 = 0.48829f;
const float a2 = 0.14128f;
const float a3 = 0.01168f;
var re = new float[n];
var im = new float[n];
for (var i = 0; i < n; i++)
{
var angle = 2.0 * Math.PI * i / (n - 1);
var w = (float)(a0 - a1 * Math.Cos(angle) + a2 * Math.Cos(2.0 * angle) - a3 * Math.Cos(3.0 * angle));
re[i] = samples[i] * w;
im[i] = 0f;
}
// Cooley-Tukey Radix-2 FFT
var m = (int)Math.Round(Math.Log(n, 2));
// Bit-reversal
var j = 0;
for (var i = 0; i < n - 1; i++)
{
if (i < j)
{
var temp = re[i];
re[i] = re[j];
re[j] = temp;
temp = im[i];
im[i] = im[j];
im[j] = temp;
}
var k = n / 2;
while (k <= j)
{
j -= k;
k /= 2;
}
j += k;
}
// FFT stages
for (var stage = 1; stage <= m; stage++)
{
var le = 1 << stage;
var le2 = le / 2;
var ur = 1f;
var ui = 0f;
var wr = (float)Math.Cos(Math.PI / le2);
var wi = -(float)Math.Sin(Math.PI / le2);
for (var sub = 0; sub < le2; sub++)
{
for (var item = sub; item < n; item += le)
{
var ip = item + le2;
var tr = re[ip] * ur - im[ip] * ui;
var ti = re[ip] * ui + im[ip] * ur;
re[ip] = re[item] - tr;
im[ip] = im[item] - ti;
re[item] += tr;
im[item] += ti;
}
var tempUr = ur;
ur = tempUr * wr - ui * wi;
ui = tempUr * wi + ui * wr;
}
}
// Normalize and fill spectrum
var factor = 2.0f / n;
var outLen = Math.Min(spectrum.Length, n / 2);
for (var i = 0; i < outLen; i++)
{
spectrum[i] = (float)Math.Sqrt(re[i] * re[i] + im[i] * im[i]) * factor;
}
MelonLoader.MelonLogger.Error($"[AudioSpectrumGenerator] Failed to initialize audio cache: {e}");
Clear();
}
}
}
public static void Clear()
{
AudioClipData = null;
TotalSamples = 0;
Channels = 0;
Frequency = 0;
lock (CachedSpectrums)
{
_cachedFrame = -1;
CachedSpectrums.Clear();
}
}
public static void GetSpectrumData(float[] samples, int channel, FFTWindow window)
{
if (AudioClipData == null || AudioClipData.Length == 0 || !scrConductor.instance || !scrConductor.instance.hasSongStarted || !scrConductor.instance.song)
{
Array.Clear(samples, 0, samples.Length);
return;
}
var conductor = scrConductor.instance;
var pitch = conductor.song.pitch;
var separateCountdownOffset = conductor.separateCountdownTime ?
conductor.crotchetAtStart * conductor.adjustedCountdownTicks : 0.0;
// Calculate the actual scheduled start time of the song
var songScheduledStartTime = conductor.skipOffset ?
conductor.dspTimeSong + conductor.addoffset / pitch :
conductor.dspTimeSong + separateCountdownOffset / pitch;
if (conductor.dspTime < songScheduledStartTime)
{
Array.Clear(samples, 0, samples.Length);
return;
}
var songTime = (conductor.dspTime - conductor.dspTimeSong) * pitch - separateCountdownOffset;
var n = samples.Length;
if (n == 0 || (n & (n - 1)) != 0) // Ensure it's a power of 2
{
Array.Clear(samples, 0, samples.Length);
return;
}
var currentFrame = (RenderManager.Instance != null) ? RenderManager.Instance.frameCount : -1;
lock (CachedSpectrums)
{
if (currentFrame != _cachedFrame)
{
_cachedFrame = currentFrame;
CachedSpectrums.Clear();
}
if (CachedSpectrums.TryGetValue(n, out var cached))
{
Array.Copy(cached, samples, n);
return;
}
}
var fftSize = 2 * n;
var frequency = Frequency;
var totalSamples = TotalSamples;
var currentSampleIndex = (long)(songTime * frequency);
var windowSamples = new float[fftSize];
for (var i = 0; i < fftSize; i++)
{
var idx = currentSampleIndex - fftSize / 2 + i;
if (idx >= 0 && idx < totalSamples)
{
windowSamples[i] = AudioClipData[idx];
}
else
{
windowSamples[i] = 0f;
}
}
var spectrum = new float[n];
CalculateFFT(windowSamples, spectrum);
lock (CachedSpectrums)
{
CachedSpectrums[n] = spectrum;
Array.Copy(spectrum, samples, n);
}
}
private static void CalculateFFT(float[] samples, float[] spectrum)
{
var n = samples.Length;
// Apply Blackman-Harris window
const float a0 = 0.35875f;
const float a1 = 0.48829f;
const float a2 = 0.14128f;
const float a3 = 0.01168f;
var re = new float[n];
var im = new float[n];
for (var i = 0; i < n; i++)
{
var angle = 2.0 * Math.PI * i / (n - 1);
var w = (float)(a0 - a1 * Math.Cos(angle) + a2 * Math.Cos(2.0 * angle) - a3 * Math.Cos(3.0 * angle));
re[i] = samples[i] * w;
im[i] = 0f;
}
// Cooley-Tukey Radix-2 FFT
var m = (int)Math.Round(Math.Log(n, 2));
// Bit-reversal
var j = 0;
for (var i = 0; i < n - 1; i++)
{
if (i < j)
{
var temp = re[i];
re[i] = re[j];
re[j] = temp;
temp = im[i];
im[i] = im[j];
im[j] = temp;
}
var k = n / 2;
while (k <= j)
{
j -= k;
k /= 2;
}
j += k;
}
// FFT stages
for (var stage = 1; stage <= m; stage++)
{
var le = 1 << stage;
var le2 = le / 2;
var ur = 1f;
var ui = 0f;
var wr = (float)Math.Cos(Math.PI / le2);
var wi = -(float)Math.Sin(Math.PI / le2);
for (var sub = 0; sub < le2; sub++)
{
for (var item = sub; item < n; item += le)
{
var ip = item + le2;
var tr = re[ip] * ur - im[ip] * ui;
var ti = re[ip] * ui + im[ip] * ur;
re[ip] = re[item] - tr;
im[ip] = im[item] - ti;
re[item] += tr;
im[item] += ti;
}
var tempUr = ur;
ur = tempUr * wr - ui * wi;
ui = tempUr * wi + ui * wr;
}
}
// Normalize and fill spectrum
var factor = 2.0f / n;
var outLen = Math.Min(spectrum.Length, n / 2);
for (var i = 0; i < outLen; i++)
{
spectrum[i] = (float)Math.Sqrt(re[i] * re[i] + im[i] * im[i]) * factor;
}
}
}
+29 -30
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@@ -1,41 +1,40 @@
using System;
namespace ADOFAIRenderer.Util.Audio
namespace ADOFAIRenderer.Util.Audio;
internal class AudioSyncCalculator
{
internal class AudioSyncCalculator
{
private readonly long _sampleRate;
private readonly (long Numerator, long Denominator) _fpsRational;
private readonly long _sampleRate;
private readonly (long Numerator, long Denominator) _fpsRational;
// ReSharper disable once NotAccessedField.Local
private long _currentSample;
private long _remainder;
// ReSharper disable once NotAccessedField.Local
private long _currentSample;
private long _remainder;
public AudioSyncCalculator(long sampleRate, double fps)
{
_sampleRate = sampleRate;
_fpsRational = RationalUtil.Double2MaxPrecisionInt(fps);
public AudioSyncCalculator(long sampleRate, double fps)
{
_sampleRate = sampleRate;
_fpsRational = RationalUtil.Double2MaxPrecisionInt(fps);
// NTSC
if (Math.Abs(fps - 29.97) < 0.001) _fpsRational = (30000, 1001);
if (Math.Abs(fps - 59.94) < 0.001) _fpsRational = (60000, 1001);
if (Math.Abs(fps - 23.976) < 0.001 || Math.Abs(fps - 23.98) < 0.001) _fpsRational = (24000, 1001);
}
// NTSC
if (Math.Abs(fps - 29.97) < 0.001) _fpsRational = (30000, 1001);
if (Math.Abs(fps - 59.94) < 0.001) _fpsRational = (60000, 1001);
if (Math.Abs(fps - 23.976) < 0.001 || Math.Abs(fps - 23.98) < 0.001) _fpsRational = (24000, 1001);
}
public void Reset()
{
_currentSample = 0;
_remainder = 0;
}
public void Reset()
{
_currentSample = 0;
_remainder = 0;
}
public int GetNextFrameSamples()
{
var numerator = _sampleRate * _fpsRational.Denominator + _remainder;
var samplesNeeded = numerator / _fpsRational.Numerator;
public int GetNextFrameSamples()
{
var numerator = _sampleRate * _fpsRational.Denominator + _remainder;
var samplesNeeded = numerator / _fpsRational.Numerator;
_remainder = numerator % _fpsRational.Numerator;
_currentSample += samplesNeeded;
return (int)samplesNeeded;
}
_remainder = numerator % _fpsRational.Numerator;
_currentSample += samplesNeeded;
return (int)samplesNeeded;
}
}
+17 -18
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@@ -1,24 +1,23 @@
using System;
namespace ADOFAIRenderer.Util.Audio.Filter
namespace ADOFAIRenderer.Util.Audio.Filter;
internal class Gain : IAudioFilter
{
internal class Gain : IAudioFilter
public float Level = 0f;
public void Initialize(int sampleRate, int channels) { }
public float ProcessSample(float sample, int channel) =>
sample * (float)Math.Pow(10, Level / 20);
public void ProcessBlock(Span<float> buffer)
{
public float Level = 0f;
public void Initialize(int sampleRate, int channels) { }
public float ProcessSample(float sample, int channel) =>
sample * (float)Math.Pow(10, Level / 20);
public void ProcessBlock(Span<float> buffer)
{
for (var i = 0; i < buffer.Length; i++)
buffer[i] = ProcessSample(buffer[i], 0);
}
public void Reset() { }
public double Latency => 0.0;
for (var i = 0; i < buffer.Length; i++)
buffer[i] = ProcessSample(buffer[i], 0);
}
public void Reset() { }
public double Latency => 0.0;
}
+25 -26
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@@ -1,33 +1,32 @@
using System;
using System.Runtime.CompilerServices;
namespace ADOFAIRenderer.Util.Audio.Filter
namespace ADOFAIRenderer.Util.Audio.Filter;
internal class HardClip : IAudioFilter
{
internal class HardClip : IAudioFilter
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once ConvertToConstant.Global
public float Threshold = 1.0f;
public void Initialize(int sampleRate, int channels) { }
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float ProcessSample(float sample, int channel)
{
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
// ReSharper disable once ConvertToConstant.Global
public float Threshold = 1.0f;
public void Initialize(int sampleRate, int channels) { }
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float ProcessSample(float sample, int channel)
{
if (sample > Threshold) return Threshold;
if (sample < -Threshold) return -Threshold;
return sample;
}
public void ProcessBlock(Span<float> buffer)
{
for (var i = 0; i < buffer.Length; i++)
buffer[i] = ProcessSample(buffer[i], 0);
}
public void Reset() { }
public double Latency => 0.0;
if (sample > Threshold) return Threshold;
if (sample < -Threshold) return -Threshold;
return sample;
}
public void ProcessBlock(Span<float> buffer)
{
for (var i = 0; i < buffer.Length; i++)
buffer[i] = ProcessSample(buffer[i], 0);
}
public void Reset() { }
public double Latency => 0.0;
}
+11 -12
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@@ -1,16 +1,15 @@
using System;
namespace ADOFAIRenderer.Util.Audio.Filter
{
internal interface IAudioFilter
{
void Initialize(int sampleRate, int channels);
float ProcessSample(float sample, int channel);
void ProcessBlock(Span<float> buffer);
void Reset();
namespace ADOFAIRenderer.Util.Audio.Filter;
double Latency { get; }
}
internal interface IAudioFilter
{
void Initialize(int sampleRate, int channels);
float ProcessSample(float sample, int channel);
void ProcessBlock(Span<float> buffer);
void Reset();
double Latency { get; }
}
+219 -220
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@@ -1,229 +1,228 @@
using System;
using System.Runtime.CompilerServices;
namespace ADOFAIRenderer.Util.Audio.Filter
namespace ADOFAIRenderer.Util.Audio.Filter;
// ReSharper disable once InconsistentNaming
internal class RMSCompressor : IAudioFilter
{
// ReSharper disable once InconsistentNaming
internal class RMSCompressor : IAudioFilter
private float _thresholdDb = -20f;
private float _ratio = 4f;
private float _attackTime = 0.010f; // in seconds
private float _releaseTime = 0.100f; // in seconds
private float _kneeDb = 5f; // in dB
private float _rmsWindowTime = 0.030f; // in seconds
private float _lookAheadTime; // in seconds
private int _lookAheadSamples;
private int _sampleRate = 44100;
private int _channels = 2;
private float _attackCoef;
private float _releaseCoef;
private float _rmsCoef;
// Per-channel state
private float[] _rmsState = Array.Empty<float>(); // running mean-square (MS) state
private float[] _gainState = Array.Empty<float>(); // smoothed gain reduction in dB
private float[][] _delayBuffers = Array.Empty<float[]>(); // circular delay buffers
private int[] _delayWriteIndices = Array.Empty<int>();
public float LookAheadTime
{
private float _thresholdDb = -20f;
private float _ratio = 4f;
private float _attackTime = 0.010f; // in seconds
private float _releaseTime = 0.100f; // in seconds
private float _kneeDb = 5f; // in dB
private float _rmsWindowTime = 0.030f; // in seconds
private float _lookAheadTime; // in seconds
private int _lookAheadSamples;
private int _sampleRate = 44100;
private int _channels = 2;
private float _attackCoef;
private float _releaseCoef;
private float _rmsCoef;
// Per-channel state
private float[] _rmsState = Array.Empty<float>(); // running mean-square (MS) state
private float[] _gainState = Array.Empty<float>(); // smoothed gain reduction in dB
private float[][] _delayBuffers = Array.Empty<float[]>(); // circular delay buffers
private int[] _delayWriteIndices = Array.Empty<int>();
public float LookAheadTime
get => _lookAheadTime;
set
{
get => _lookAheadTime;
set
{
_lookAheadTime = Math.Max(0f, Math.Min(1.0f, value));
UpdateLookAheadSettings();
}
}
public double Latency => _lookAheadTime;
public float ThresholdDb
{
get => _thresholdDb;
set => _thresholdDb = value;
}
public float Ratio
{
get => _ratio;
set => _ratio = Math.Max(1f, value);
}
public float AttackTime
{
get => _attackTime;
set
{
_attackTime = Math.Max(0.0001f, value);
UpdateAttackCoef();
}
}
public float ReleaseTime
{
get => _releaseTime;
set
{
_releaseTime = Math.Max(0.0001f, value);
UpdateReleaseCoef();
}
}
public float KneeDb
{
get => _kneeDb;
set => _kneeDb = Math.Max(0f, value);
}
public float RmsWindowTime
{
get => _rmsWindowTime;
set
{
_rmsWindowTime = Math.Max(0.0001f, value);
UpdateRmsCoef();
}
}
public void Initialize(int sampleRate, int channels)
{
_sampleRate = sampleRate;
_channels = channels;
UpdateAttackCoef();
UpdateReleaseCoef();
UpdateRmsCoef();
_lookAheadTime = Math.Max(0f, Math.Min(1.0f, value));
UpdateLookAheadSettings();
_rmsState = new float[channels];
_gainState = new float[channels];
Reset();
}
private void UpdateLookAheadSettings()
{
_lookAheadSamples = (int)Math.Round(_sampleRate * _lookAheadTime);
ReallocateDelayBuffers();
}
private void ReallocateDelayBuffers()
{
if (_channels <= 0) return;
_delayBuffers = new float[_channels][];
_delayWriteIndices = new int[_channels];
for (int i = 0; i < _channels; i++)
{
_delayBuffers[i] = _lookAheadSamples > 0 ? new float[_lookAheadSamples] : Array.Empty<float>();
_delayWriteIndices[i] = 0;
}
}
private void UpdateAttackCoef()
{
_attackCoef = (float)Math.Exp(-1.0 / (_sampleRate * _attackTime));
}
private void UpdateReleaseCoef()
{
_releaseCoef = (float)Math.Exp(-1.0 / (_sampleRate * _releaseTime));
}
private void UpdateRmsCoef()
{
_rmsCoef = (float)Math.Exp(-1.0 / (_sampleRate * _rmsWindowTime));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float ProcessSample(float sample, int channel)
{
if (channel < 0 || channel >= _channels)
{
return sample;
}
// Calculate running Mean-Square (MS) level
// v_c[n] = alpha * v_c[n-1] + (1 - alpha) * x^2[n]
float sq = sample * sample;
_rmsState[channel] = _rmsCoef * _rmsState[channel] + (1.0f - _rmsCoef) * sq;
float rmsSq = Math.Max(0f, _rmsState[channel]);
// Convert to dB. 10 * log10(rmsSq) is equivalent to 20 * log10(sqrt(rmsSq))
float rmsDb = 10.0f * (float)Math.Log10(rmsSq + 1e-12f);
// Calculate static envelope curve (gain reduction in dB)
float gStatic = 0f;
if (_kneeDb > 0f)
{
if (rmsDb > _thresholdDb + _kneeDb * 0.5f)
{
gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
}
else if (rmsDb >= _thresholdDb - _kneeDb * 0.5f)
{
float diff = rmsDb - _thresholdDb + _kneeDb * 0.5f;
gStatic = (1f / _ratio - 1f) * diff * diff / (2f * _kneeDb);
}
}
else
{
if (rmsDb > _thresholdDb)
{
gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
}
}
// Apply ballistics (attack and release) on the dB gain reduction
float lastGain = _gainState[channel];
float targetGain = gStatic;
// Note: Since targetGain and lastGain are <= 0 (gain reduction in dB),
// targetGain < lastGain means target gain reduction is larger (more negative),
// so we are in the attack phase.
float coef = targetGain < lastGain ? _attackCoef : _releaseCoef;
float currentGain = coef * lastGain + (1f - coef) * targetGain;
_gainState[channel] = currentGain;
// Convert back to linear gain multiplier
float linearGain = (float)Math.Pow(10.0, currentGain / 20.0);
if (_lookAheadSamples > 0 && _delayBuffers.Length > channel && _delayBuffers[channel].Length > 0)
{
var buffer = _delayBuffers[channel];
int writeIdx = _delayWriteIndices[channel];
float delayedSample = buffer[writeIdx];
buffer[writeIdx] = sample;
_delayWriteIndices[channel] = (writeIdx + 1) % _lookAheadSamples;
return delayedSample * linearGain;
}
return sample * linearGain;
}
public void ProcessBlock(Span<float> buffer)
{
for (var i = 0; i < buffer.Length; i++)
{
int channel = i % _channels;
buffer[i] = ProcessSample(buffer[i], channel);
}
}
public void Reset()
{
Array.Clear(_rmsState, 0, _rmsState.Length);
Array.Clear(_gainState, 0, _gainState.Length);
for (int i = 0; i < _delayBuffers.Length; i++)
{
Array.Clear(_delayBuffers[i], 0, _delayBuffers[i].Length);
}
Array.Clear(_delayWriteIndices, 0, _delayWriteIndices.Length);
}
}
}
public double Latency => _lookAheadTime;
public float ThresholdDb
{
get => _thresholdDb;
set => _thresholdDb = value;
}
public float Ratio
{
get => _ratio;
set => _ratio = Math.Max(1f, value);
}
public float AttackTime
{
get => _attackTime;
set
{
_attackTime = Math.Max(0.0001f, value);
UpdateAttackCoef();
}
}
public float ReleaseTime
{
get => _releaseTime;
set
{
_releaseTime = Math.Max(0.0001f, value);
UpdateReleaseCoef();
}
}
public float KneeDb
{
get => _kneeDb;
set => _kneeDb = Math.Max(0f, value);
}
public float RmsWindowTime
{
get => _rmsWindowTime;
set
{
_rmsWindowTime = Math.Max(0.0001f, value);
UpdateRmsCoef();
}
}
public void Initialize(int sampleRate, int channels)
{
_sampleRate = sampleRate;
_channels = channels;
UpdateAttackCoef();
UpdateReleaseCoef();
UpdateRmsCoef();
UpdateLookAheadSettings();
_rmsState = new float[channels];
_gainState = new float[channels];
Reset();
}
private void UpdateLookAheadSettings()
{
_lookAheadSamples = (int)Math.Round(_sampleRate * _lookAheadTime);
ReallocateDelayBuffers();
}
private void ReallocateDelayBuffers()
{
if (_channels <= 0) return;
_delayBuffers = new float[_channels][];
_delayWriteIndices = new int[_channels];
for (int i = 0; i < _channels; i++)
{
_delayBuffers[i] = _lookAheadSamples > 0 ? new float[_lookAheadSamples] : Array.Empty<float>();
_delayWriteIndices[i] = 0;
}
}
private void UpdateAttackCoef()
{
_attackCoef = (float)Math.Exp(-1.0 / (_sampleRate * _attackTime));
}
private void UpdateReleaseCoef()
{
_releaseCoef = (float)Math.Exp(-1.0 / (_sampleRate * _releaseTime));
}
private void UpdateRmsCoef()
{
_rmsCoef = (float)Math.Exp(-1.0 / (_sampleRate * _rmsWindowTime));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float ProcessSample(float sample, int channel)
{
if (channel < 0 || channel >= _channels)
{
return sample;
}
// Calculate running Mean-Square (MS) level
// v_c[n] = alpha * v_c[n-1] + (1 - alpha) * x^2[n]
float sq = sample * sample;
_rmsState[channel] = _rmsCoef * _rmsState[channel] + (1.0f - _rmsCoef) * sq;
float rmsSq = Math.Max(0f, _rmsState[channel]);
// Convert to dB. 10 * log10(rmsSq) is equivalent to 20 * log10(sqrt(rmsSq))
float rmsDb = 10.0f * (float)Math.Log10(rmsSq + 1e-12f);
// Calculate static envelope curve (gain reduction in dB)
float gStatic = 0f;
if (_kneeDb > 0f)
{
if (rmsDb > _thresholdDb + _kneeDb * 0.5f)
{
gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
}
else if (rmsDb >= _thresholdDb - _kneeDb * 0.5f)
{
float diff = rmsDb - _thresholdDb + _kneeDb * 0.5f;
gStatic = (1f / _ratio - 1f) * diff * diff / (2f * _kneeDb);
}
}
else
{
if (rmsDb > _thresholdDb)
{
gStatic = (1f / _ratio - 1f) * (rmsDb - _thresholdDb);
}
}
// Apply ballistics (attack and release) on the dB gain reduction
float lastGain = _gainState[channel];
float targetGain = gStatic;
// Note: Since targetGain and lastGain are <= 0 (gain reduction in dB),
// targetGain < lastGain means target gain reduction is larger (more negative),
// so we are in the attack phase.
float coef = targetGain < lastGain ? _attackCoef : _releaseCoef;
float currentGain = coef * lastGain + (1f - coef) * targetGain;
_gainState[channel] = currentGain;
// Convert back to linear gain multiplier
float linearGain = (float)Math.Pow(10.0, currentGain / 20.0);
if (_lookAheadSamples > 0 && _delayBuffers.Length > channel && _delayBuffers[channel].Length > 0)
{
var buffer = _delayBuffers[channel];
int writeIdx = _delayWriteIndices[channel];
float delayedSample = buffer[writeIdx];
buffer[writeIdx] = sample;
_delayWriteIndices[channel] = (writeIdx + 1) % _lookAheadSamples;
return delayedSample * linearGain;
}
return sample * linearGain;
}
public void ProcessBlock(Span<float> buffer)
{
for (var i = 0; i < buffer.Length; i++)
{
int channel = i % _channels;
buffer[i] = ProcessSample(buffer[i], channel);
}
}
public void Reset()
{
Array.Clear(_rmsState, 0, _rmsState.Length);
Array.Clear(_gainState, 0, _gainState.Length);
foreach (var delayBuffer in _delayBuffers)
{
Array.Clear(delayBuffer, 0, delayBuffer.Length);
}
Array.Clear(_delayWriteIndices, 0, _delayWriteIndices.Length);
}
}
+334 -335
View File
@@ -5,413 +5,412 @@ using ADOFAIRenderer.Util.Audio.Filter;
using MelonLoader;
using UnityEngine;
namespace ADOFAIRenderer.Util.Audio
namespace ADOFAIRenderer.Util.Audio;
internal class AudioClipCache
{
internal class AudioClipCache
private readonly Dictionary<string, CachedClipData> _cache = new();
public class CachedClipData
{
private readonly Dictionary<string, CachedClipData> _cache = new();
public float[] Samples = null!; // Pre-resampled to target channels and sample rate
public double Duration;
}
public class CachedClipData
public CachedClipData? GetOrCache(string clipName, int targetChannels, int targetSampleRate, bool allowLoad = true)
{
if (string.IsNullOrEmpty(clipName)) return null;
lock (_cache)
{
public float[] Samples = null!; // Pre-resampled to target channels and sample rate
public double Duration;
}
if (_cache.TryGetValue(clipName, out var cached))
return cached;
public CachedClipData? GetOrCache(string clipName, int targetChannels, int targetSampleRate, bool allowLoad = true)
{
if (string.IsNullOrEmpty(clipName)) return null;
if (!allowLoad) return null;
lock (_cache)
if (!AudioManager.Instance) return null;
var clip = AudioManager.Instance.FindOrLoadAudioClip(clipName);
if (!clip) return null;
try
{
if (_cache.TryGetValue(clipName, out var cached))
return cached;
var totalSamples = clip.samples;
var channels = clip.channels;
var rawSamples = new float[totalSamples * channels];
clip.GetData(rawSamples, 0);
if (!allowLoad) return null;
// Auto-resample during cache generation
var resampled = AudioResampler.Resample(rawSamples, channels, clip.frequency, targetChannels, targetSampleRate);
if (!AudioManager.Instance) return null;
var clip = AudioManager.Instance.FindOrLoadAudioClip(clipName);
if (!clip) return null;
try
var data = new CachedClipData
{
var totalSamples = clip.samples;
var channels = clip.channels;
var rawSamples = new float[totalSamples * channels];
clip.GetData(rawSamples, 0);
Samples = resampled,
Duration = (double)resampled.Length / (targetChannels * targetSampleRate)
};
// Auto-resample during cache generation
var resampled = AudioResampler.Resample(rawSamples, channels, clip.frequency, targetChannels, targetSampleRate);
var data = new CachedClipData
{
Samples = resampled,
Duration = (double)resampled.Length / (targetChannels * targetSampleRate)
};
_cache[clipName] = data;
return data;
}
catch (Exception e)
{
MelonLogger.Error($"[AudioClipCache] Failed to cache and resample clip {clipName}: {e}");
return null;
}
_cache[clipName] = data;
return data;
}
}
public void Clear()
{
lock (_cache)
catch (Exception e)
{
_cache.Clear();
MelonLogger.Error($"[AudioClipCache] Failed to cache and resample clip {clipName}: {e}");
return null;
}
}
}
internal class OfflineAudioMixer
public void Clear()
{
public class SoundEvent
lock (_cache)
{
public string ClipName = null!;
public double StartTime; // In seconds relative to dspTimeBase
public double EndTime; // In seconds relative to dspTimeBase (-1 if one-shot)
public float Volume;
public float Pitch;
_cache.Clear();
}
}
}
private readonly List<SoundEvent> _activeEvents = new();
private ConditionalWeakTable<AudioSource, SoundEvent> _sourceMappings = new();
private readonly object _lock = new();
internal class OfflineAudioMixer
{
public class SoundEvent
{
public string ClipName = null!;
public double StartTime; // In seconds relative to dspTimeBase
public double EndTime; // In seconds relative to dspTimeBase (-1 if one-shot)
public float Volume;
public float Pitch;
}
// Target Audio Settings
private readonly int _targetChannels;
private readonly int _targetSampleRate;
private const float ClipVolume = .5f;
private readonly List<SoundEvent> _activeEvents = new();
private ConditionalWeakTable<AudioSource, SoundEvent> _sourceMappings = new();
private readonly object _lock = new();
// Target Audio Settings
private readonly int _targetChannels;
private readonly int _targetSampleRate;
private const float ClipVolume = .5f;
// Audio Filter Settings
private readonly LinkedList<IAudioFilter> _filters = new();
// Audio Filter Settings
private readonly LinkedList<IAudioFilter> _filters = new();
// BGM Cached Samples (Pre-resampled)
private float[]? _bgmSamples;
private double _bgmDuration;
// BGM Cached Samples (Pre-resampled)
private float[]? _bgmSamples;
private double _bgmDuration;
// Clip Cache
private readonly AudioClipCache _clipCache = new();
private bool _isPrimed;
// Clip Cache
private readonly AudioClipCache _clipCache = new();
private bool _isPrimed;
public OfflineAudioMixer(int targetChannels, int targetSampleRate)
public OfflineAudioMixer(int targetChannels, int targetSampleRate)
{
_targetChannels = targetChannels;
_targetSampleRate = targetSampleRate;
var rmsCompressor = new RMSCompressor
{
_targetChannels = targetChannels;
_targetSampleRate = targetSampleRate;
var rmsCompressor = new RMSCompressor
{
ThresholdDb = -10, Ratio = 2,
AttackTime = 0.1f, ReleaseTime = 0.1f,
KneeDb = 10, RmsWindowTime = 0.02f
};
rmsCompressor.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(rmsCompressor);
ThresholdDb = -10, Ratio = 2,
AttackTime = 0.1f, ReleaseTime = 0.1f,
KneeDb = 10, RmsWindowTime = 0.02f
};
rmsCompressor.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(rmsCompressor);
var limiter = new RMSCompressor
{
ThresholdDb = 0, Ratio = float.PositiveInfinity,
AttackTime = 0f, ReleaseTime = 0.05f,
KneeDb = 0, RmsWindowTime = 0.02f,
LookAheadTime = 0.01f
};
limiter.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(limiter);
var limiter = new RMSCompressor
{
ThresholdDb = 0, Ratio = float.PositiveInfinity,
AttackTime = 0f, ReleaseTime = 0.05f,
KneeDb = 0, RmsWindowTime = 0.02f,
LookAheadTime = 0.01f
};
limiter.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(limiter);
var hardClip = new HardClip();
hardClip.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(hardClip);
var hardClip = new HardClip();
hardClip.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(hardClip);
var truePeakSafetyGain = new Gain { Level = -1f };
truePeakSafetyGain.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(truePeakSafetyGain);
}
var truePeakSafetyGain = new Gain { Level = -1f };
truePeakSafetyGain.Initialize(_targetSampleRate, _targetChannels);
_filters.AddLast(truePeakSafetyGain);
}
public void InitializeBGM(AudioClip? clip)
public void InitializeBGM(AudioClip? clip)
{
lock (_lock)
{
lock (_lock)
if (!clip)
{
if (!clip)
{
_bgmSamples = null;
_bgmDuration = 0;
return;
}
try
{
int originalSamples = clip.samples;
int originalChannels = clip.channels;
float[] rawSamples = new float[originalSamples * originalChannels];
clip.GetData(rawSamples, 0);
// Pre-resample the BGM to the target format
_bgmSamples = AudioResampler.Resample(rawSamples, originalChannels, clip.frequency, _targetChannels, _targetSampleRate);
_bgmDuration = (double)_bgmSamples.Length / (_targetChannels * _targetSampleRate);
Melon<RenderMod>.Logger.Msg($"[OfflineAudioMixer] Initialized resampled BGM: {clip.name}, Samples: {_bgmSamples.Length / _targetChannels}, TargetFreq: {_targetSampleRate}Hz, TargetChannels: {_targetChannels}");
}
catch (Exception e)
{
Melon<RenderMod>.Logger.Error($"[OfflineAudioMixer] Failed to initialize and resample BGM: {e}");
_bgmSamples = null;
_bgmDuration = 0;
}
}
}
public void CacheClip(string clipName)
{
_clipCache.GetOrCache(clipName, _targetChannels, _targetSampleRate, allowLoad: true);
}
public void RegisterSoundEvent(AudioSource? source, string clipName, double startTime, double endTime, float volume, float pitch)
{
lock (_lock)
{
var ev = new SoundEvent
{
ClipName = clipName,
StartTime = startTime,
EndTime = endTime,
Volume = volume,
Pitch = pitch
};
_activeEvents.Add(ev);
if (!source) return;
_sourceMappings.Remove(source);
_sourceMappings.Add(source, ev);
}
}
public void RegisterSoundEvent(string clipName, double startTime, double endTime, float volume, float pitch)
{
RegisterSoundEvent(null, clipName, startTime, endTime, volume, pitch);
}
public bool TryGetSoundEvent(AudioSource? source, out SoundEvent ev)
{
if (source == null)
{
ev = null!;
return false;
}
lock (_lock)
{
return _sourceMappings.TryGetValue(source, out ev);
}
}
public bool RemoveSourceMapping(AudioSource source)
{
lock (_lock)
{
return _sourceMappings.Remove(source);
}
}
public void Reset()
{
lock (_lock)
{
_activeEvents.Clear();
_sourceMappings = new ConditionalWeakTable<AudioSource, SoundEvent>();
_bgmSamples = null;
_bgmDuration = 0;
_clipCache.Clear();
_isPrimed = false;
foreach (var filter in _filters)
{
filter.Reset();
}
return;
}
}
private void PrimeFilters(double totalLatency, double dspTimeBase)
{
int latencySamples = (int)Math.Round(totalLatency * _targetSampleRate);
if (latencySamples <= 0) return;
// Rent temporary buffer to prime filters with initial audio
float[] tempBuffer = System.Buffers.ArrayPool<float>.Shared.Rent(latencySamples * _targetChannels);
try
{
Array.Clear(tempBuffer, 0, latencySamples * _targetChannels);
int originalSamples = clip.samples;
int originalChannels = clip.channels;
float[] rawSamples = new float[originalSamples * originalChannels];
clip.GetData(rawSamples, 0);
// Mix starting from -totalLatency to 0
MixBGM(tempBuffer, latencySamples, -totalLatency, dspTimeBase, totalLatency);
MixEffectSounds(tempBuffer, latencySamples, -totalLatency, totalLatency);
// Pre-resample the BGM to the target format
_bgmSamples = AudioResampler.Resample(rawSamples, originalChannels, clip.frequency, _targetChannels, _targetSampleRate);
_bgmDuration = (double)_bgmSamples.Length / (_targetChannels * _targetSampleRate);
// Feed the buffer into filters to prime circular delay buffers
foreach (var filter in _filters)
{
filter.ProcessBlock(tempBuffer.AsSpan(0, latencySamples * _targetChannels));
}
Melon<RenderMod>.Logger.Msg($"[OfflineAudioMixer] Initialized resampled BGM: {clip.name}, Samples: {_bgmSamples.Length / _targetChannels}, TargetFreq: {_targetSampleRate}Hz, TargetChannels: {_targetChannels}");
}
finally
catch (Exception e)
{
System.Buffers.ArrayPool<float>.Shared.Return(tempBuffer);
Melon<RenderMod>.Logger.Error($"[OfflineAudioMixer] Failed to initialize and resample BGM: {e}");
_bgmSamples = null;
_bgmDuration = 0;
}
}
}
public void GenerateAudioForFrame(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double dspTimeBase)
public void CacheClip(string clipName)
{
_clipCache.GetOrCache(clipName, _targetChannels, _targetSampleRate, allowLoad: true);
}
public void RegisterSoundEvent(AudioSource? source, string clipName, double startTime, double endTime, float volume, float pitch)
{
lock (_lock)
{
// mixedBuffer size must be at least samplesNeeded * _targetChannels
Array.Clear(mixedBuffer, 0, samplesNeeded * _targetChannels);
lock (_lock)
var ev = new SoundEvent
{
double totalLatency = 0;
foreach (var filter in _filters)
ClipName = clipName,
StartTime = startTime,
EndTime = endTime,
Volume = volume,
Pitch = pitch
};
_activeEvents.Add(ev);
if (!source) return;
_sourceMappings.Remove(source);
_sourceMappings.Add(source, ev);
}
}
public void RegisterSoundEvent(string clipName, double startTime, double endTime, float volume, float pitch)
{
RegisterSoundEvent(null, clipName, startTime, endTime, volume, pitch);
}
public bool TryGetSoundEvent(AudioSource? source, out SoundEvent ev)
{
if (source == null)
{
ev = null!;
return false;
}
lock (_lock)
{
return _sourceMappings.TryGetValue(source, out ev);
}
}
public bool RemoveSourceMapping(AudioSource source)
{
lock (_lock)
{
return _sourceMappings.Remove(source);
}
}
public void Reset()
{
lock (_lock)
{
_activeEvents.Clear();
_sourceMappings = new ConditionalWeakTable<AudioSource, SoundEvent>();
_bgmSamples = null;
_bgmDuration = 0;
_clipCache.Clear();
_isPrimed = false;
foreach (var filter in _filters)
{
filter.Reset();
}
}
}
private void PrimeFilters(double totalLatency, double dspTimeBase)
{
int latencySamples = (int)Math.Round(totalLatency * _targetSampleRate);
if (latencySamples <= 0) return;
// Rent temporary buffer to prime filters with initial audio
float[] tempBuffer = System.Buffers.ArrayPool<float>.Shared.Rent(latencySamples * _targetChannels);
try
{
Array.Clear(tempBuffer, 0, latencySamples * _targetChannels);
// Mix starting from -totalLatency to 0
MixBGM(tempBuffer, latencySamples, -totalLatency, dspTimeBase, totalLatency);
MixEffectSounds(tempBuffer, latencySamples, -totalLatency, totalLatency);
// Feed the buffer into filters to prime circular delay buffers
foreach (var filter in _filters)
{
filter.ProcessBlock(tempBuffer.AsSpan(0, latencySamples * _targetChannels));
}
}
finally
{
System.Buffers.ArrayPool<float>.Shared.Return(tempBuffer);
}
}
public void GenerateAudioForFrame(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double dspTimeBase)
{
// mixedBuffer size must be at least samplesNeeded * _targetChannels
Array.Clear(mixedBuffer, 0, samplesNeeded * _targetChannels);
lock (_lock)
{
double totalLatency = 0;
foreach (var filter in _filters)
{
totalLatency += filter.Latency;
}
// Prime filters on first frame execution if latency exists
if (!_isPrimed && totalLatency > 0)
{
PrimeFilters(totalLatency, dspTimeBase);
_isPrimed = true;
}
// 1. Mix BGM
MixBGM(mixedBuffer, samplesNeeded, frameStartTime, dspTimeBase, totalLatency);
// 2. Mix Hitsounds/Effect Sounds
MixEffectSounds(mixedBuffer, samplesNeeded, frameStartTime, totalLatency);
foreach (var filter in _filters)
filter.ProcessBlock(mixedBuffer.AsSpan(0, samplesNeeded * _targetChannels));
for (var i = 0; i < samplesNeeded * _targetChannels; i++)
{
if (Math.Abs(mixedBuffer[i]) > 1) Melon<RenderMod>.Logger.Msg("Warning Why Audio Sample Is Larger Than 1");
}
}
}
private void MixBGM(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double dspTimeBase, double totalLatency)
{
if (_bgmSamples == null || _bgmSamples.Length == 0) return;
var conductor = scrConductor.instance;
if (!conductor) return;
double pitch = conductor.song.pitch;
var dspTimeSong = conductor.dspTimeSong;
var separateCountdownOffset = conductor.separateCountdownTime
? conductor.crotchetAtStart / pitch * conductor.adjustedCountdownTicks
: 0.0;
// BGM Playback start time relative to dspTimeBase
var time1 = dspTimeSong + separateCountdownOffset;
var relativeTime1 = time1 - dspTimeBase;
var adjustedRelativeTime1 = relativeTime1 - totalLatency;
var totalSamples = _bgmSamples.Length / _targetChannels;
for (int s = 0; s < samplesNeeded; s++)
{
double sampleTime = frameStartTime + (double)s / _targetSampleRate;
double clipTime = (sampleTime - adjustedRelativeTime1) * pitch;
if (clipTime >= 0 && clipTime < _bgmDuration)
{
double sampleIdxDouble = clipTime * _targetSampleRate;
long idxLow = (long)Math.Floor(sampleIdxDouble);
long idxHigh = idxLow + 1;
float t = (float)(sampleIdxDouble - idxLow);
if (idxHigh >= totalSamples) idxHigh = totalSamples - 1;
if (idxLow >= totalSamples) idxLow = totalSamples - 1;
for (var c = 0; c < _targetChannels; c++)
{
totalLatency += filter.Latency;
}
// Prime filters on first frame execution if latency exists
if (!_isPrimed && totalLatency > 0)
{
PrimeFilters(totalLatency, dspTimeBase);
_isPrimed = true;
}
// 1. Mix BGM
MixBGM(mixedBuffer, samplesNeeded, frameStartTime, dspTimeBase, totalLatency);
// 2. Mix Hitsounds/Effect Sounds
MixEffectSounds(mixedBuffer, samplesNeeded, frameStartTime, totalLatency);
foreach (var filter in _filters)
filter.ProcessBlock(mixedBuffer.AsSpan(0, samplesNeeded * _targetChannels));
for (var i = 0; i < samplesNeeded * _targetChannels; i++)
{
if (Math.Abs(mixedBuffer[i]) > 1) Melon<RenderMod>.Logger.Msg("Warning Why Audio Sample Is Larger Than 1");
float valLow = _bgmSamples[idxLow * _targetChannels + c];
float valHigh = _bgmSamples[idxHigh * _targetChannels + c];
mixedBuffer[s * _targetChannels + c] += (valLow + t * (valHigh - valLow)) * (scnGame.instance.levelData.volume * 0.01f)
* ClipVolume;
}
}
}
}
private void MixBGM(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double dspTimeBase, double totalLatency)
private void MixEffectSounds(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double totalLatency)
{
for (var i = _activeEvents.Count - 1; i >= 0; i--)
{
if (_bgmSamples == null || _bgmSamples.Length == 0) return;
var conductor = scrConductor.instance;
if (!conductor) return;
double pitch = conductor.song.pitch;
var dspTimeSong = conductor.dspTimeSong;
var separateCountdownOffset = conductor.separateCountdownTime
? conductor.crotchetAtStart / pitch * conductor.adjustedCountdownTicks
: 0.0;
// BGM Playback start time relative to dspTimeBase
var time1 = dspTimeSong + separateCountdownOffset;
var relativeTime1 = time1 - dspTimeBase;
var adjustedRelativeTime1 = relativeTime1 - totalLatency;
var totalSamples = _bgmSamples.Length / _targetChannels;
for (int s = 0; s < samplesNeeded; s++)
var ev = _activeEvents[i];
var clipData = _clipCache.GetOrCache(ev.ClipName, _targetChannels, _targetSampleRate, allowLoad: false);
if (clipData == null)
{
double sampleTime = frameStartTime + (double)s / _targetSampleRate;
double clipTime = (sampleTime - adjustedRelativeTime1) * pitch;
if (clipTime >= 0 && clipTime < _bgmDuration)
{
double sampleIdxDouble = clipTime * _targetSampleRate;
long idxLow = (long)Math.Floor(sampleIdxDouble);
long idxHigh = idxLow + 1;
float t = (float)(sampleIdxDouble - idxLow);
if (idxHigh >= totalSamples) idxHigh = totalSamples - 1;
if (idxLow >= totalSamples) idxLow = totalSamples - 1;
for (var c = 0; c < _targetChannels; c++)
{
float valLow = _bgmSamples[idxLow * _targetChannels + c];
float valHigh = _bgmSamples[idxHigh * _targetChannels + c];
mixedBuffer[s * _targetChannels + c] += (valLow + t * (valHigh - valLow)) * (scnGame.instance.levelData.volume * 0.01f)
* ClipVolume;
}
}
_activeEvents.RemoveAt(i);
continue;
}
}
private void MixEffectSounds(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double totalLatency)
{
for (var i = _activeEvents.Count - 1; i >= 0; i--)
var isSoundFinished = false;
var totalSamples = clipData.Samples.Length / _targetChannels;
double adjustedStartTime = ev.StartTime - totalLatency;
double adjustedEndTime = ev.EndTime >= 0 ? ev.EndTime - totalLatency : -1.0;
for (var s = 0; s < samplesNeeded; s++)
{
var ev = _activeEvents[i];
var clipData = _clipCache.GetOrCache(ev.ClipName, _targetChannels, _targetSampleRate, allowLoad: false);
if (clipData == null)
var sampleTime = frameStartTime + (double)s / _targetSampleRate;
// If it is a looping sound and has reached or exceeded its end time, stop playing.
if (adjustedEndTime >= 0 && sampleTime >= adjustedEndTime)
{
_activeEvents.RemoveAt(i);
continue;
isSoundFinished = true;
break;
}
var isSoundFinished = false;
var totalSamples = clipData.Samples.Length / _targetChannels;
double adjustedStartTime = ev.StartTime - totalLatency;
double adjustedEndTime = ev.EndTime >= 0 ? ev.EndTime - totalLatency : -1.0;
var elapsed = sampleTime - adjustedStartTime;
if (elapsed < 0) continue; // Sound hasn't started yet
for (var s = 0; s < samplesNeeded; s++)
var soundTime = elapsed * ev.Pitch;
if (soundTime >= clipData.Duration)
{
var sampleTime = frameStartTime + (double)s / _targetSampleRate;
// If it is a looping sound and has reached or exceeded its end time, stop playing.
if (adjustedEndTime >= 0 && sampleTime >= adjustedEndTime)
if (ev.EndTime < 0) // One-shot
{
isSoundFinished = true;
break;
}
var elapsed = sampleTime - adjustedStartTime;
if (elapsed < 0) continue; // Sound hasn't started yet
var soundTime = elapsed * ev.Pitch;
if (soundTime >= clipData.Duration)
{
if (ev.EndTime < 0) // One-shot
{
isSoundFinished = true;
break;
}
// Looping
soundTime %= clipData.Duration;
}
// Linear interpolation for pitch shifting in the mixer loop
double sampleIdxDouble = soundTime * _targetSampleRate;
long idxLow = (long)Math.Floor(sampleIdxDouble);
long idxHigh = idxLow + 1;
float t = (float)(sampleIdxDouble - idxLow);
if (idxHigh >= totalSamples) idxHigh = totalSamples - 1;
if (idxLow >= totalSamples) idxLow = totalSamples - 1;
for (var c = 0; c < _targetChannels; c++)
{
float valLow = clipData.Samples[idxLow * _targetChannels + c];
float valHigh = clipData.Samples[idxHigh * _targetChannels + c];
mixedBuffer[s * _targetChannels + c] += (valLow + t * (valHigh - valLow)) * ev.Volume
* ClipVolume * 2 / 3;
}
// Looping
soundTime %= clipData.Duration;
}
// Clean up finished sound events (both one-shot and looping)
if (isSoundFinished)
// Linear interpolation for pitch shifting in the mixer loop
double sampleIdxDouble = soundTime * _targetSampleRate;
long idxLow = (long)Math.Floor(sampleIdxDouble);
long idxHigh = idxLow + 1;
float t = (float)(sampleIdxDouble - idxLow);
if (idxHigh >= totalSamples) idxHigh = totalSamples - 1;
if (idxLow >= totalSamples) idxLow = totalSamples - 1;
for (var c = 0; c < _targetChannels; c++)
{
_activeEvents.RemoveAt(i);
float valLow = clipData.Samples[idxLow * _targetChannels + c];
float valHigh = clipData.Samples[idxHigh * _targetChannels + c];
mixedBuffer[s * _targetChannels + c] += (valLow + t * (valHigh - valLow)) * ev.Volume
* ClipVolume * 2 / 3;
}
}
// Clean up finished sound events (both one-shot and looping)
if (isSoundFinished)
{
_activeEvents.RemoveAt(i);
}
}
}
}
}