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Add Look Ahead to Audio Filter
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@@ -98,6 +98,7 @@ namespace ADOFAIRenderer.Util.Audio
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// Clip Cache
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private readonly AudioClipCache _clipCache = new();
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private bool _isPrimed;
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public OfflineAudioMixer(int targetChannels, int targetSampleRate)
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{
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@@ -113,6 +114,16 @@ namespace ADOFAIRenderer.Util.Audio
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rmsCompressor.Initialize(_targetSampleRate, _targetChannels);
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_filters.AddLast(rmsCompressor);
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var limiter = new RMSCompressor
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{
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ThresholdDb = 0, Ratio = float.PositiveInfinity,
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AttackTime = 0f, ReleaseTime = 0.05f,
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KneeDb = 10, RmsWindowTime = 0.02f,
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LookAheadTime = 0.01f
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};
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limiter.Initialize(_targetSampleRate, _targetChannels);
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_filters.AddLast(limiter);
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var hardClip = new HardClip();
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hardClip.Initialize(_targetSampleRate, _targetChannels);
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_filters.AddLast(hardClip);
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@@ -173,11 +184,10 @@ namespace ADOFAIRenderer.Util.Audio
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Pitch = pitch
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};
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_activeEvents.Add(ev);
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if (source != null)
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{
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_sourceMappings.Remove(source);
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_sourceMappings.Add(source, ev);
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}
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if (!source) return;
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_sourceMappings.Remove(source);
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_sourceMappings.Add(source, ev);
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}
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}
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@@ -216,6 +226,38 @@ namespace ADOFAIRenderer.Util.Audio
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_bgmSamples = null;
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_bgmDuration = 0;
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_clipCache.Clear();
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_isPrimed = false;
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foreach (var filter in _filters)
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{
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filter.Reset();
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}
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}
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}
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private void PrimeFilters(double totalLatency, double dspTimeBase)
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{
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int latencySamples = (int)Math.Round(totalLatency * _targetSampleRate);
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if (latencySamples <= 0) return;
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// Rent temporary buffer to prime filters with initial audio
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float[] tempBuffer = System.Buffers.ArrayPool<float>.Shared.Rent(latencySamples * _targetChannels);
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try
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{
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Array.Clear(tempBuffer, 0, latencySamples * _targetChannels);
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// Mix starting from -totalLatency to 0
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MixBGM(tempBuffer, latencySamples, -totalLatency, dspTimeBase, totalLatency);
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MixEffectSounds(tempBuffer, latencySamples, -totalLatency, totalLatency);
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// Feed the buffer into filters to prime circular delay buffers
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foreach (var filter in _filters)
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{
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filter.ProcessBlock(tempBuffer.AsSpan(0, latencySamples * _targetChannels));
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}
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}
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finally
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{
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System.Buffers.ArrayPool<float>.Shared.Return(tempBuffer);
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}
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}
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@@ -226,11 +268,24 @@ namespace ADOFAIRenderer.Util.Audio
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lock (_lock)
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{
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double totalLatency = 0;
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foreach (var filter in _filters)
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{
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totalLatency += filter.Latency;
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}
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// Prime filters on first frame execution if latency exists
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if (!_isPrimed && totalLatency > 0)
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{
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PrimeFilters(totalLatency, dspTimeBase);
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_isPrimed = true;
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}
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// 1. Mix BGM
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MixBGM(mixedBuffer, samplesNeeded, frameStartTime, dspTimeBase);
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MixBGM(mixedBuffer, samplesNeeded, frameStartTime, dspTimeBase, totalLatency);
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// 2. Mix Hitsounds/Effect Sounds
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MixEffectSounds(mixedBuffer, samplesNeeded, frameStartTime);
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MixEffectSounds(mixedBuffer, samplesNeeded, frameStartTime, totalLatency);
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foreach (var filter in _filters)
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filter.ProcessBlock(mixedBuffer.AsSpan(0, samplesNeeded * _targetChannels));
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@@ -242,7 +297,7 @@ namespace ADOFAIRenderer.Util.Audio
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}
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}
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private void MixBGM(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double dspTimeBase)
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private void MixBGM(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double dspTimeBase, double totalLatency)
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{
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if (_bgmSamples == null || _bgmSamples.Length == 0) return;
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@@ -258,13 +313,14 @@ namespace ADOFAIRenderer.Util.Audio
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// BGM Playback start time relative to dspTimeBase
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var time1 = dspTimeSong + separateCountdownOffset;
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var relativeTime1 = time1 - dspTimeBase;
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var adjustedRelativeTime1 = relativeTime1 - totalLatency;
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var totalSamples = _bgmSamples.Length / _targetChannels;
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for (int s = 0; s < samplesNeeded; s++)
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{
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double sampleTime = frameStartTime + (double)s / _targetSampleRate;
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double clipTime = (sampleTime - relativeTime1) * pitch;
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double clipTime = (sampleTime - adjustedRelativeTime1) * pitch;
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if (clipTime >= 0 && clipTime < _bgmDuration)
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{
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@@ -287,7 +343,7 @@ namespace ADOFAIRenderer.Util.Audio
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}
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}
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private void MixEffectSounds(float[] mixedBuffer, int samplesNeeded, double frameStartTime)
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private void MixEffectSounds(float[] mixedBuffer, int samplesNeeded, double frameStartTime, double totalLatency)
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{
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for (var i = _activeEvents.Count - 1; i >= 0; i--)
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{
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@@ -301,19 +357,21 @@ namespace ADOFAIRenderer.Util.Audio
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var isSoundFinished = false;
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var totalSamples = clipData.Samples.Length / _targetChannels;
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double adjustedStartTime = ev.StartTime - totalLatency;
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double adjustedEndTime = ev.EndTime >= 0 ? ev.EndTime - totalLatency : -1.0;
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for (var s = 0; s < samplesNeeded; s++)
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{
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var sampleTime = frameStartTime + (double)s / _targetSampleRate;
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// If it is a looping sound and has reached or exceeded its end time, stop playing.
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if (ev.EndTime >= 0 && sampleTime >= ev.EndTime)
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if (adjustedEndTime >= 0 && sampleTime >= adjustedEndTime)
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{
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isSoundFinished = true;
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break;
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}
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var elapsed = sampleTime - ev.StartTime;
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var elapsed = sampleTime - adjustedStartTime;
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if (elapsed < 0) continue; // Sound hasn't started yet
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var soundTime = elapsed * ev.Pitch;
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