Add Chunked Audio Clip Store

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copecone committed 2026-10-13 00:30:02 +09:00
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using System;
using System.Collections.Generic;
using System.Threading;
using MelonLoader;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// Read position registered on an <see cref="AudioClipSource"/> by one consumer (a playing voice or the spectrum generator).
/// For a windowed source, the chunk containing <see cref="Position"/> and the following chunks
/// (<see cref="AudioClipSource.SlotCount"/> chunks in total) are kept loaded.
/// </summary>
internal sealed class AudioCursor
{
private readonly AudioClipSource _source;
private long _position;
private volatile bool _loop;
internal AudioCursor(AudioClipSource source, long position, bool loop)
{
_source = source;
_position = position;
_loop = loop;
}
/// <summary>
/// Frame in the source at the output sample rate (0 ~ TotalFrames - 1).
/// Written by the consumer that reads the source; read by the decoder thread.
/// Moving into another chunk wakes the decoder thread.
/// </summary>
public long Position
{
get => Interlocked.Read(ref _position);
set
{
var previous = Interlocked.Exchange(ref _position, value);
if (previous / _source.FramesPerChunk != value / _source.FramesPerChunk)
_source.OnCursorMoved();
}
}
/// <summary>When true, the chunk after the last chunk is chunk 0.</summary>
public bool Loop
{
get => _loop;
set
{
_loop = value;
_source.OnCursorMoved();
}
}
}
/// <summary>
/// One loaded chunk of an <see cref="AudioClipSource"/>, held by a consumer between
/// <see cref="AudioClipSource.TryAcquire"/> and <see cref="AudioClipSource.Release"/>.
/// The chunk is not freed while held.
/// </summary>
internal readonly struct ChunkView
{
/// <summary>Interleaved samples. Frame f of the source is at (f - StartFrame) * Channels.</summary>
public readonly float[] Data;
/// <summary>Source frame of the first frame in <see cref="Data"/>.</summary>
public readonly long StartFrame;
/// <summary>Valid frames in this chunk. Frames past the end of the source are not included.</summary>
public readonly int FrameCount;
/// <summary>Channel count of the stored samples (same as the source clip).</summary>
public readonly int Channels;
public readonly int ChunkIndex;
internal ChunkView(float[] data, long startFrame, int frameCount, int channels, int chunkIndex)
{
Data = data;
StartFrame = startFrame;
FrameCount = frameCount;
Channels = channels;
ChunkIndex = chunkIndex;
}
public bool IsValid => Data != null;
public long EndFrame => StartFrame + FrameCount;
public bool Contains(long frame) => frame >= StartFrame && frame < StartFrame + FrameCount;
/// <summary>
/// Sample of <paramref name="frame"/> mapped to output channel <paramref name="outChannel"/> of <paramref name="outChannels"/>.
/// Mapping: mono output averages all source channels; a mono source is copied to every output channel;
/// otherwise output channel c takes source channel c, and output channels beyond the source take source channel 0.
/// <paramref name="frame"/> must be inside this chunk.
/// </summary>
public float GetSample(long frame, int outChannel, int outChannels)
{
var baseIndex = (int)(frame - StartFrame) * Channels;
if (Channels == 1)
return Data[baseIndex];
if (outChannels == 1)
{
var sum = 0f;
for (var c = 0; c < Channels; c++)
sum += Data[baseIndex + c];
return sum / Channels;
}
return Data[baseIndex + (outChannel < Channels ? outChannel : 0)];
}
}
/// <summary>
/// How an <see cref="AudioClipSource"/> keeps its chunks.
/// </summary>
internal enum ChunkPolicy
{
/// <summary>
/// Only the chunks required by registered cursors (current chunk and the next SlotCount - 1 chunks per cursor),
/// chunks requested by a waiting consumer, and chunks currently held are kept. Other chunks are freed and reloaded on demand.
/// Used for readers that can seek (files decoded with FFmpeg) when the clip is longer than one chunk.
/// </summary>
Windowed,
/// <summary>
/// All chunks are loaded once, in order from chunk 0, starting when the source is created, and kept until the store is disposed.
/// Used for forward-only readers (clip data copied from Unity, released as it is consumed) and for clips of one chunk or less.
/// </summary>
Resident
}
/// <summary>
/// Decoded audio of one clip, resampled to the output sample rate and stored in fixed-size chunks.
/// Channel count stays as in the clip.
///
/// Chunks: chunk k covers output frames [k * FramesPerChunk, (k + 1) * FramesPerChunk), where
/// <see cref="FramesPerChunk"/> = <see cref="ChunkFloats"/> / Channels (rounded down; a frame never spans two chunks).
/// Windowed chunks use pooled arrays of ChunkFloats floats; resident chunks use arrays of their exact length.
/// See <see cref="ChunkPolicy"/> for which chunks are kept.
///
/// Threads: cursors and TryAcquire/Release may be used from any thread.
/// Loading and freeing run only on the store's decoder thread (<see cref="AudioClipStore"/>), through
/// <see cref="FreeUnused"/>, <see cref="TryGetNextLoad"/> and <see cref="LoadChunk"/>.
/// </summary>
internal sealed class AudioClipSource
{
/// <summary>Floats per chunk array: 2^22 floats = 16 MiB.</summary>
public const int ChunkFloats = 1 << 22;
/// <summary>Chunks kept per cursor of a windowed source: the chunk containing the cursor and the next SlotCount - 1 chunks.</summary>
public const int SlotCount = 3;
/// <summary>Load priority of a chunk a consumer is waiting for (lowest value is loaded first).</summary>
internal const int PriorityDemanded = 0;
/// <summary>Load priority of slot s of a cursor window is PriorityWindow + s.</summary>
internal const int PriorityWindow = 1;
/// <summary>Load priority of resident chunks nobody is waiting for.</summary>
internal const int PriorityResident = PriorityWindow + SlotCount;
/// <summary>
/// Most decode streams (reader + resampler) a windowed source opens. A load continues the stream positioned at the chunk start,
/// otherwise opens another stream up to this count, otherwise restarts the least recently used stream.
/// Each stream holds one open reader (file handle and decoder state, measured 0.3 ~ 2.7 MiB for ogg/flac/mp3 with the clip harness).
/// </summary>
public const int MaxDecodeStreams = 4;
/// <summary>Decode stream limit of this source (<see cref="MaxDecodeStreams"/> unless changed for tests).</summary>
internal int DecodeStreamLimit { get; set; } = MaxDecodeStreams;
private readonly AudioClipStore _store;
private readonly IPCMReader _firstReader;
private readonly Func<IPCMReader?>? _openReader;
// Guarded by _sync: chunk table, hold counts, cursors, demand set, loaded set.
private readonly object _sync = new();
private readonly float[]?[] _chunks;
private readonly int[] _holdCounts;
private readonly List<AudioCursor> _cursors = new();
private readonly HashSet<int> _demanded = new();
private readonly HashSet<int> _loaded = new();
private int _residentLoadedCount; // Resident: chunks [0, _residentLoadedCount) are loaded
// Guarded by _loadLock: decode streams.
private readonly object _loadLock = new();
private readonly List<DecodeStream> _streams = new();
private long _streamUseCounter;
private bool _openFailed;
private volatile bool _isFailed;
public string Key { get; }
/// <summary>Channel count of the stored samples (same as the clip).</summary>
public int Channels { get; }
/// <summary>Sample rate of the stored samples in Hz (the output sample rate).</summary>
public int Frequency { get; }
/// <summary>Frame count at <see cref="Frequency"/>: ceil(clip frames * Frequency / clip rate).</summary>
public long TotalFrames { get; }
/// <summary>Clip length in seconds: clip frames / clip rate.</summary>
public double Duration { get; }
public int FramesPerChunk { get; }
public int ChunkCount { get; }
public ChunkPolicy Policy { get; }
public bool IsResident => Policy == ChunkPolicy.Resident;
/// <summary>True after loading failed. A failed source returns no chunks.</summary>
public bool IsFailed => _isFailed;
/// <summary>True when every chunk of a resident source is loaded.</summary>
public bool IsFullyLoaded
{
get
{
lock (_sync) return _loaded.Count == ChunkCount;
}
}
/// <summary>Number of chunk loads performed (for diagnostics).</summary>
public int LoadCount { get; private set; }
/// <summary>Decode streams opened so far (for diagnostics).</summary>
public int StreamCount
{
get
{
lock (_loadLock) return _streams.Count;
}
}
/// <param name="store">Store that owns this source.</param>
/// <param name="key">Clip name or path the source is registered under.</param>
/// <param name="reader">First reader; also defines the clip format.</param>
/// <param name="openReader">Opens another reader of the same clip for an additional decode stream, or null when not possible.</param>
/// <param name="outputRate">Output sample rate in Hz.</param>
internal AudioClipSource(AudioClipStore store, string key, IPCMReader reader, Func<IPCMReader?>? openReader, int outputRate)
{
if (reader.Channels <= 0) throw new ArgumentException("Reader channel count must be positive.", nameof(reader));
if (reader.SampleRate <= 0) throw new ArgumentException("Reader sample rate must be positive.", nameof(reader));
if (reader.TotalFrames < 0) throw new ArgumentException("Reader frame count must not be negative.", nameof(reader));
_store = store;
_firstReader = reader;
_openReader = openReader;
Key = key;
Channels = reader.Channels;
Frequency = outputRate;
Duration = (double)reader.TotalFrames / reader.SampleRate;
TotalFrames = CeilDiv(reader.TotalFrames * outputRate, reader.SampleRate);
FramesPerChunk = ChunkFloats / Channels;
ChunkCount = (int)CeilDiv(TotalFrames, FramesPerChunk);
Policy = reader.IsForwardOnly || ChunkCount <= 1 ? ChunkPolicy.Resident : ChunkPolicy.Windowed;
_chunks = new float[ChunkCount][];
_holdCounts = new int[ChunkCount];
_streams.Add(new DecodeStream(reader, outputRate));
}
// ── Cursors ──
/// <summary>Registers a read position. The decoder thread loads the chunks it requires.</summary>
public AudioCursor AddCursor(long position, bool loop)
{
var cursor = new AudioCursor(this, position, loop);
lock (_sync)
{
_cursors.Add(cursor);
}
_store.RequestService();
return cursor;
}
public void RemoveCursor(AudioCursor cursor)
{
lock (_sync)
{
_cursors.Remove(cursor);
}
_store.RequestService();
}
internal void OnCursorMoved()
{
if (!IsResident) _store.RequestService();
}
// ── Consumer access ──
/// <summary>Chunk index containing <paramref name="frame"/> (0 ~ TotalFrames - 1).</summary>
public int ChunkIndexOf(long frame) => (int)(frame / FramesPerChunk);
/// <summary>
/// Holds the chunk containing <paramref name="frame"/> when it is loaded.
/// When it is not loaded, records a load request (kept until the chunk is acquired), wakes the decoder thread and returns false.
/// Every successful call must be paired with <see cref="Release"/>.
/// </summary>
public bool TryAcquire(long frame, out ChunkView view)
{
view = default;
if (_isFailed || frame < 0 || frame >= TotalFrames) return false;
var index = ChunkIndexOf(frame);
lock (_sync)
{
var data = _chunks[index];
if (data != null)
{
_demanded.Remove(index);
_holdCounts[index]++;
view = CreateView(index, data);
return true;
}
_demanded.Add(index);
}
_store.RequestService();
return false;
}
public void Release(in ChunkView view)
{
if (!view.IsValid) return;
lock (_sync)
{
if (_holdCounts[view.ChunkIndex] > 0)
_holdCounts[view.ChunkIndex]--;
}
}
private ChunkView CreateView(int index, float[] data)
{
var start = (long)index * FramesPerChunk;
var count = (int)Math.Min(FramesPerChunk, TotalFrames - start);
return new ChunkView(data, start, count, Channels, index);
}
// ── Decoder thread ──
/// <summary>
/// Windowed: frees loaded chunks that are not required (see <see cref="ChunkPolicy.Windowed"/>) and not held.
/// Resident: does nothing. Decoder thread only.
/// </summary>
internal void FreeUnused()
{
if (IsResident) return;
List<float[]>? freed = null;
lock (_sync)
{
if (_loaded.Count == 0) return;
List<int>? remove = null;
foreach (var index in _loaded)
{
if (_holdCounts[index] > 0 || IsRequired(index)) continue;
(remove ??= new List<int>()).Add(index);
}
if (remove == null) return;
foreach (var index in remove)
{
(freed ??= new List<float[]>()).Add(_chunks[index]!);
_chunks[index] = null;
_loaded.Remove(index);
}
}
foreach (var data in freed!)
_store.ReturnChunkArray(data);
}
/// <summary>
/// Next chunk to load and its priority (lower loads first), or false when nothing is missing.
/// Windowed: demanded chunks, then each cursor's window by slot.
/// Resident: the next chunk in order; priority is <see cref="PriorityDemanded"/> while a consumer is waiting on this source.
/// Decoder thread only.
/// </summary>
internal bool TryGetNextLoad(out int index, out int priority)
{
index = -1;
priority = int.MaxValue;
if (_isFailed) return false;
lock (_sync)
{
if (IsResident)
{
if (_residentLoadedCount >= ChunkCount) return false;
index = _residentLoadedCount;
priority = _demanded.Count > 0 ? PriorityDemanded : PriorityResident;
return true;
}
foreach (var demanded in _demanded)
{
if (_chunks[demanded] != null) continue;
index = demanded;
priority = PriorityDemanded;
return true;
}
foreach (var cursor in _cursors)
{
if (!TryGetWindowStart(cursor, out var first, out var loop)) continue;
for (var slot = 0; slot < SlotCount; slot++)
{
if (!TryWindowIndex(first, slot, loop, out var candidate)) break;
if (_chunks[candidate] != null) continue;
if (PriorityWindow + slot < priority)
{
index = candidate;
priority = PriorityWindow + slot;
}
break;
}
}
return index >= 0;
}
}
/// <summary>True when a demand or a cursor window covers <paramref name="index"/>. Caller holds _sync.</summary>
private bool IsRequired(int index)
{
if (_demanded.Contains(index)) return true;
foreach (var cursor in _cursors)
{
if (!TryGetWindowStart(cursor, out var first, out var loop)) continue;
for (var slot = 0; slot < SlotCount; slot++)
{
if (!TryWindowIndex(first, slot, loop, out var candidate)) break;
if (candidate == index) return true;
}
}
return false;
}
private bool TryGetWindowStart(AudioCursor cursor, out int first, out bool loop)
{
var position = cursor.Position;
loop = cursor.Loop;
first = 0;
if (position < 0) position = 0;
if (position >= TotalFrames)
{
if (!loop || TotalFrames == 0) return false;
position %= TotalFrames;
}
first = ChunkIndexOf(position);
return true;
}
private bool TryWindowIndex(int first, int slot, bool loop, out int index)
{
index = first + slot;
if (index < ChunkCount) return true;
if (!loop) return false;
index %= ChunkCount;
return true;
}
/// <summary>
/// Loads chunk <paramref name="index"/> if it is not loaded. Resident sources load only the next chunk in order.
/// Decoder thread only.
/// </summary>
/// <returns>True when this call loaded the chunk.</returns>
internal bool LoadChunk(int index)
{
if (_isFailed || index < 0 || index >= ChunkCount) return false;
lock (_loadLock)
{
lock (_sync)
{
if (_chunks[index] != null) return false;
if (IsResident && index != _residentLoadedCount)
throw new InvalidOperationException($"Resident clip '{Key}' loads chunks in order: expected {_residentLoadedCount}, got {index}.");
}
float[]? data = null;
try
{
var start = (long)index * FramesPerChunk;
var frames = (int)Math.Min(FramesPerChunk, TotalFrames - start);
data = IsResident ? _store.AllocateExactArray(frames * Channels) : _store.RentChunkArray();
var stream = SelectStream(start);
stream.LastUse = ++_streamUseCounter;
stream.Fill(start, frames, data);
}
catch (OutOfMemoryException e)
{
ReturnArray(data);
Fail();
_store.ReportFatal(this, e);
return false;
}
catch (Exception e)
{
ReturnArray(data);
Fail();
_store.ReportSourceFailure(this, e);
return false;
}
lock (_sync)
{
_chunks[index] = data;
_loaded.Add(index);
if (IsResident) _residentLoadedCount++;
}
LoadCount++;
// A resident source never reads again after its last chunk; the reader releases its data now.
if (IsResident && _residentLoadedCount == ChunkCount)
DisposeStreams();
}
_store.NotifyChunkLoaded();
return true;
}
/// <summary>
/// Decode stream for a load starting at output frame <paramref name="start"/>:
/// the stream positioned at <paramref name="start"/>; otherwise a new stream while fewer than <see cref="DecodeStreamLimit"/>
/// are open (windowed sources only); otherwise the least recently used stream. Caller holds _loadLock.
/// </summary>
private DecodeStream SelectStream(long start)
{
DecodeStream? oldest = null;
foreach (var stream in _streams)
{
if (stream.NextOutFrame == start) return stream;
if (oldest == null || stream.LastUse < oldest.LastUse) oldest = stream;
}
if (!IsResident && !_openFailed && _openReader != null && _streams.Count < DecodeStreamLimit)
{
IPCMReader? reader = null;
try
{
reader = _openReader();
if (reader != null)
{
var stream = new DecodeStream(reader, Frequency);
_streams.Add(stream);
return stream;
}
}
catch (Exception e)
{
reader?.Dispose();
Melon<RenderMod>.Logger.Warning($"[AudioClipSource] Could not open another decode stream for '{Key}', reusing open streams: {e.Message}");
}
_openFailed = true;
}
return oldest!;
}
private void Fail()
{
_isFailed = true;
if (IsResident) DisposeStreams();
}
private void DisposeStreams()
{
foreach (var stream in _streams)
stream.Dispose();
_streams.Clear();
}
private void ReturnArray(float[]? data)
{
if (data == null) return;
if (IsResident) _store.FreeExactArray(data);
else _store.ReturnChunkArray(data);
}
/// <summary>Releases all chunk arrays and readers. Called by the store after the decoder thread stopped.</summary>
internal void DisposeInternal()
{
lock (_loadLock)
{
lock (_sync)
{
foreach (var index in _loaded)
{
ReturnArray(_chunks[index]);
_chunks[index] = null;
}
_loaded.Clear();
_cursors.Clear();
_demanded.Clear();
}
DisposeStreams();
_firstReader.Dispose();
}
}
private static long CeilDiv(long a, long b) => (a + b - 1) / b;
}
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using System;
using System.Collections.Generic;
using System.Threading;
using MelonLoader;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// Clip sources of one render, keyed by clip name or path, with a shared pool of chunk arrays and one decoder thread.
///
/// Threads:
/// - Decoder thread (<see cref="Start"/>): the only thread that decodes, resamples, loads and frees chunks.
/// Each step loads one chunk, the one with the lowest priority value over all sources
/// (a chunk a consumer waits for, then cursor windows by slot, then resident chunks in order).
/// - Consumers (render thread, main thread for the spectrum): <see cref="Acquire"/> waits for the decoder thread and never loads.
/// - Main thread: <see cref="GetOrAdd"/> creates readers (for Unity clips this copies the clip data).
///
/// Memory has no limit; current and peak usage are tracked and logged by <see cref="LogMemoryUsage"/>.
/// An <see cref="OutOfMemoryException"/> while loading is kept in <see cref="FatalError"/> and rethrown by <see cref="Acquire"/>.
/// </summary>
internal sealed class AudioClipStore : IDisposable
{
/// <summary>Longest wait of the decoder thread between checks when nothing signals it, in milliseconds.</summary>
private const int DecoderIdleWaitMs = 50;
/// <summary>Longest wait of a consumer between checks when no chunk is loaded, in milliseconds.</summary>
private const int ConsumerWaitMs = 50;
private readonly Dictionary<string, AudioClipSource?> _sources = new();
private readonly List<AudioClipSource> _sourceList = new();
private readonly Stack<float[]> _chunkPool = new();
private readonly object _poolLock = new();
private readonly object _signal = new();
private readonly AutoResetEvent _serviceRequested = new(false);
private Thread? _decoderThread;
private volatile bool _stopRequested;
private long _allocatedBytes;
private long _peakBytes;
private volatile Exception? _fatalError;
private volatile bool _disposed;
/// <summary>Sample rate every source is resampled to, in Hz.</summary>
public int OutputRate { get; }
/// <summary>Bytes of sample arrays currently allocated (loaded chunks, pooled chunk arrays and copied Unity clip data).</summary>
public long AllocatedBytes => Interlocked.Read(ref _allocatedBytes);
/// <summary>Highest value of <see cref="AllocatedBytes"/> since creation.</summary>
public long PeakBytes => Interlocked.Read(ref _peakBytes);
/// <summary>Out-of-memory error raised while loading, or null.</summary>
public Exception? FatalError => _fatalError;
public AudioClipStore(int outputRate)
{
if (outputRate <= 0) throw new ArgumentOutOfRangeException(nameof(outputRate));
OutputRate = outputRate;
}
// ── Decoder thread ──
/// <summary>Starts the decoder thread. Called once.</summary>
public void Start()
{
if (_decoderThread != null) throw new InvalidOperationException("Decoder thread already started.");
_decoderThread = new Thread(DecoderLoop)
{
Name = "Audio Clip Decoder",
IsBackground = true
};
_decoderThread.Start();
}
private void DecoderLoop()
{
try
{
while (!_stopRequested)
{
if (!LoadNext())
_serviceRequested.WaitOne(DecoderIdleWaitMs);
}
}
catch (Exception e)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Decoder thread stopped: {e}");
_fatalError ??= e;
NotifyChunkLoaded();
}
}
/// <summary>
/// Frees unused windowed chunks, then loads the single chunk with the lowest priority value over all sources.
/// Runs on the decoder thread (tests may call it directly while the thread is not started).
/// </summary>
/// <returns>True when a chunk was loaded or a load was attempted.</returns>
internal bool LoadNext()
{
AudioClipSource[] sources;
lock (_sources)
{
if (_disposed) return false;
sources = _sourceList.ToArray();
}
AudioClipSource? best = null;
var bestIndex = -1;
var bestPriority = int.MaxValue;
foreach (var source in sources)
{
source.FreeUnused();
if (!source.TryGetNextLoad(out var index, out var priority) || priority >= bestPriority) continue;
best = source;
bestIndex = index;
bestPriority = priority;
}
if (best == null) return false;
best.LoadChunk(bestIndex);
return true;
}
internal void RequestService() => _serviceRequested.Set();
// ── Sources ──
/// <summary>
/// Returns the source registered under <paramref name="key"/>, creating it with <paramref name="createReader"/> on first use.
/// A key whose reader could not be created is remembered as null and not retried.
/// For readers that can seek, <paramref name="createReader"/> is kept and called again on the decoder thread
/// to open additional decode streams (see <see cref="AudioClipSource.MaxDecodeStreams"/>).
/// </summary>
public AudioClipSource? GetOrAdd(string key, Func<IPCMReader?> createReader)
{
lock (_sources)
{
if (_disposed) return null;
if (_sources.TryGetValue(key, out var existing)) return existing;
}
AudioClipSource? source = null;
try
{
var reader = createReader();
if (reader != null)
{
try
{
source = new AudioClipSource(this, key, reader, reader.IsForwardOnly ? null : createReader, OutputRate);
}
catch
{
reader.Dispose();
throw;
}
}
}
catch (OutOfMemoryException e)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Out of memory while opening clip '{key}' ({AllocatedBytes / 1048576.0:F1} MiB allocated): {e}");
_fatalError ??= e;
}
catch (Exception e)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Failed to open clip '{key}': {e}");
}
lock (_sources)
{
if (_disposed || _sources.TryGetValue(key, out var raced))
{
source?.DisposeInternal();
return _disposed ? null : _sources[key];
}
_sources[key] = source;
if (source != null) _sourceList.Add(source);
}
if (source != null)
{
Melon<RenderMod>.Logger.Msg($"[AudioClipStore] Opened clip '{key}': {source.Channels}ch, {source.Duration:F3}s, {source.TotalFrames} frames at {OutputRate}Hz, {source.ChunkCount} chunk(s), {source.Policy}");
RequestService();
}
return source;
}
public bool TryGet(string key, out AudioClipSource? source)
{
lock (_sources)
{
return _sources.TryGetValue(key, out source);
}
}
// ── Consumers ──
/// <summary>
/// Holds the chunk containing <paramref name="frame"/>, waiting for the decoder thread until it is loaded.
/// Returns an invalid view when the source failed, the frame is outside the source, or the store was disposed.
/// </summary>
/// <exception cref="InvalidOperationException">Loading ran out of memory or the decoder thread stopped.</exception>
/// <exception cref="OperationCanceledException"><paramref name="cancellationToken"/> was canceled while waiting.</exception>
public ChunkView Acquire(AudioClipSource source, long frame, CancellationToken cancellationToken = default)
{
if (frame < 0 || frame >= source.TotalFrames) return default;
while (true)
{
ThrowIfFatal();
if (source.IsFailed || _disposed) return default;
if (source.TryAcquire(frame, out var view)) return view;
lock (_signal)
{
if (source.TryAcquire(frame, out view)) return view;
if (source.IsFailed || _fatalError != null || _disposed) continue;
Monitor.Wait(_signal, ConsumerWaitMs);
}
cancellationToken.ThrowIfCancellationRequested();
}
}
private void ThrowIfFatal()
{
var error = _fatalError;
if (error != null)
throw new InvalidOperationException("Audio clip loading failed: " + error.Message, error);
}
internal void NotifyChunkLoaded()
{
lock (_signal)
{
Monitor.PulseAll(_signal);
}
}
internal void ReportSourceFailure(AudioClipSource source, Exception error)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Failed to load clip '{source.Key}', it will be silent: {error}");
NotifyChunkLoaded();
}
internal void ReportFatal(AudioClipSource source, OutOfMemoryException error)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Out of memory while loading clip '{source.Key}' ({AllocatedBytes / 1048576.0:F1} MiB allocated): {error}");
_fatalError ??= error;
NotifyChunkLoaded();
}
// ── Arrays ──
internal float[] RentChunkArray()
{
lock (_poolLock)
{
if (_chunkPool.Count > 0) return _chunkPool.Pop();
}
var data = new float[AudioClipSource.ChunkFloats];
AddAllocated(data.LongLength * sizeof(float));
return data;
}
internal void ReturnChunkArray(float[] data)
{
if (_disposed)
{
AddAllocated(-data.LongLength * sizeof(float));
return;
}
lock (_poolLock)
{
_chunkPool.Push(data);
}
}
internal float[] AllocateExactArray(int floats)
{
var data = new float[floats];
AddAllocated(data.LongLength * sizeof(float));
return data;
}
internal void FreeExactArray(float[] data) => AddAllocated(-data.LongLength * sizeof(float));
private void AddAllocated(long bytes)
{
var current = Interlocked.Add(ref _allocatedBytes, bytes);
long peak;
while (current > (peak = Interlocked.Read(ref _peakBytes)))
{
if (Interlocked.CompareExchange(ref _peakBytes, current, peak) == peak) break;
}
}
public void LogMemoryUsage()
{
int sourceCount;
lock (_sources) sourceCount = _sourceList.Count;
Melon<RenderMod>.Logger.Msg($"[AudioClipStore] Clips: {sourceCount}, sample memory now {AllocatedBytes / 1048576.0:F1} MiB, peak {PeakBytes / 1048576.0:F1} MiB");
}
/// <summary>Stops the decoder thread, then releases every source and pooled array.</summary>
public void Dispose()
{
AudioClipSource[] sources;
lock (_sources)
{
if (_disposed) return;
_disposed = true;
sources = _sourceList.ToArray();
}
_stopRequested = true;
_serviceRequested.Set();
NotifyChunkLoaded();
_decoderThread?.Join();
LogMemoryUsage();
lock (_sources)
{
_sourceList.Clear();
_sources.Clear();
}
foreach (var source in sources)
source.DisposeInternal();
lock (_poolLock)
{
while (_chunkPool.Count > 0)
AddAllocated(-_chunkPool.Pop().LongLength * sizeof(float));
}
}
}
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using System;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// One reader plus its resampler, producing output-rate frames of a clip as a continuous stream.
/// Consecutive <see cref="Fill"/> calls whose ranges follow each other continue the stream (reader position and resampler state);
/// any other range starts a new stream near the requested position.
///
/// Restart: the input position is moved back by a preroll and down to a multiple of in_rate / gcd(in_rate, out_rate),
/// where input frame k * (in_rate / gcd) maps exactly to output frame k * (out_rate / gcd);
/// the resampler is reset and output before the requested frame is discarded.
/// Measured with the clip harness: output is bit-identical to one continuous conversion of the whole clip.
/// Used by one thread at a time (the store's decoder thread).
/// </summary>
internal sealed class DecodeStream : IDisposable
{
/// <summary>Input frames read from the reader per resampler call.</summary>
private const int ReadBlockFrames = 4096;
private readonly PCMResampler? _resampler;
private readonly int _channels;
private readonly int _outputRate;
private readonly float[] _readBuffer;
private float[]? _discardBuffer;
private bool _flushing;
private bool _ended;
private readonly long _inputStep;
private readonly long _outputStep;
private readonly long _prerollInputFrames;
public IPCMReader Reader { get; }
/// <summary>Output frame the stream continues at, or -1 when the stream is not positioned.</summary>
public long NextOutFrame { get; private set; } = -1;
/// <summary>Value of the owner's use counter at the last <see cref="Fill"/> (for least-recently-used selection).</summary>
public long LastUse { get; set; }
/// <summary>Number of times the stream started anew (seek + resampler reset).</summary>
public int RestartCount { get; private set; }
public DecodeStream(IPCMReader reader, int outputRate)
{
Reader = reader;
_channels = reader.Channels;
_outputRate = outputRate;
_readBuffer = new float[ReadBlockFrames * _channels];
if (reader.SampleRate != outputRate)
{
_resampler = new PCMResampler(_channels, reader.SampleRate, outputRate);
var gcd = GCD(reader.SampleRate, outputRate);
_inputStep = reader.SampleRate / gcd;
_outputStep = outputRate / gcd;
// 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.
var ratio = Math.Max(1L, (reader.SampleRate + outputRate - 1L) / outputRate);
_prerollInputFrames = 4L * _resampler.FilterSize * ratio + _inputStep;
}
else
{
_inputStep = 1;
_outputStep = 1;
}
}
/// <summary>
/// Writes output frames [start, start + frames) into <paramref name="data"/> and zeros the rest of the array.
/// Frames past the end of the decoded input are zero.
/// </summary>
public unsafe void Fill(long start, int frames, float[] data)
{
var channels = _channels;
var filled = 0;
if (_resampler == null)
{
if (Reader.Position != start)
{
Reader.Seek(start);
RestartCount++;
}
while (filled < frames)
{
var request = Math.Min(ReadBlockFrames, frames - filled);
var read = Reader.Read(_readBuffer, request);
if (read <= 0) break;
Array.Copy(_readBuffer, 0, data, filled * channels, read * channels);
filled += read;
}
Array.Clear(data, filled * channels, data.Length - filled * channels);
NextOutFrame = start + frames;
return;
}
long discard = 0;
if (NextOutFrame != start)
{
// Input frame of the requested output frame, moved back by the preroll and down to a multiple of _inputStep.
var inputFrame = start * Reader.SampleRate / _outputRate - _prerollInputFrames;
var step = inputFrame > 0 ? inputFrame / _inputStep : 0;
_resampler.Reset();
Reader.Seek(step * _inputStep);
_flushing = false;
_ended = false;
discard = start - step * _outputStep;
RestartCount++;
}
fixed (float* pIn = _readBuffer)
fixed (float* pOut = data)
{
while (discard > 0 && !_ended)
{
_discardBuffer ??= new float[ReadBlockFrames * channels];
fixed (float* pDiscard = _discardBuffer)
{
var capacity = (int)Math.Min(ReadBlockFrames, discard);
discard -= Pull(pIn, pDiscard, capacity);
}
}
while (filled < frames && !_ended)
filled += Pull(pIn, pOut + (long)filled * channels, frames - filled);
}
Array.Clear(data, filled * channels, data.Length - filled * channels);
NextOutFrame = _ended ? -1 : start + frames;
}
/// <summary>
/// Writes 1 ~ <paramref name="capacity"/> resampled frames to <paramref name="output"/>, reading input as needed.
/// Returns 0 and sets _ended once the input and the resampler's flushed tail are exhausted.
/// </summary>
private unsafe int Pull(float* input, float* output, int capacity)
{
var resampler = _resampler!;
if (!_flushing)
{
while (true)
{
var produced = resampler.Convert(input, 0, output, capacity);
if (produced > 0) return produced;
var read = Reader.Read(_readBuffer, ReadBlockFrames);
if (read <= 0)
{
_flushing = true;
break;
}
produced = resampler.Convert(input, read, output, capacity);
if (produced > 0) return produced;
}
}
// Input is exhausted: take the resampler's remaining tail until it returns 0.
var flushed = resampler.Flush(output, capacity);
if (flushed > 0) return flushed;
_ended = true;
return 0;
}
public void Dispose()
{
_resampler?.Dispose();
Reader.Dispose();
}
private static int GCD(int a, int b)
{
while (b != 0) (a, b) = (b, a % b);
return a;
}
}
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using System;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// Sequential reader of decoded PCM at the clip's own sample rate and channel count.
/// Samples are interleaved 32-bit float. Positions and counts are in frames (one frame = one sample per channel).
/// Used by one thread at a time (the store's decoder thread). <see cref="IDisposable.Dispose"/> may be called more than once.
/// </summary>
internal interface IPCMReader : IDisposable
{
/// <summary>Channel count of the decoded audio (1 or more).</summary>
int Channels { get; }
/// <summary>Sample rate of the decoded audio in Hz.</summary>
int SampleRate { get; }
/// <summary>Total frame count of the clip at <see cref="SampleRate"/>.</summary>
long TotalFrames { get; }
/// <summary>
/// True when the data can be read only once, from frame 0 to the end (data is released as it is read).
/// The source then keeps every chunk (<see cref="ChunkPolicy.Resident"/>).
/// </summary>
bool IsForwardOnly { get; }
/// <summary>Frame index that the next <see cref="Read"/> starts at.</summary>
long Position { get; }
/// <summary>
/// Moves the read position to <paramref name="frame"/> (0 ~ <see cref="TotalFrames"/>).
/// A forward-only reader accepts only frames whose data has not been released.
/// </summary>
void Seek(long frame);
/// <summary>
/// Reads up to <paramref name="frameCount"/> frames into <paramref name="buffer"/> starting at index 0 and advances the position.
/// <paramref name="buffer"/> must hold at least frameCount * Channels floats.
/// </summary>
/// <returns>Frames read. 0 at the end of the clip.</returns>
int Read(float[] buffer, int frameCount);
}
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using System;
using System.Collections.Generic;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// Forward-only <see cref="IPCMReader"/> over PCM held in memory as a list of blocks.
/// Block b holds frames [b * FramesPerBlock, (b + 1) * FramesPerBlock) interleaved; the last block may be shorter.
/// Each block is released (passed to the release callback and dropped) as soon as the read position passes its end,
/// and all remaining blocks are released on <see cref="Dispose"/>.
/// </summary>
internal sealed class MemoryPCMReader : IPCMReader
{
private readonly float[]?[] _blocks;
private readonly Action<float[]>? _onBlockReleased;
private int _releasedCount; // Blocks [0, _releasedCount) are released
public int Channels { get; }
public int SampleRate { get; }
public long TotalFrames { get; }
public bool IsForwardOnly => true;
public long Position { get; private set; }
/// <summary>Frames per block (all blocks except the last).</summary>
public int FramesPerBlock { get; }
public MemoryPCMReader(IReadOnlyList<float[]> blocks, int framesPerBlock, int channels, int sampleRate, long totalFrames,
Action<float[]>? onBlockReleased)
{
if (channels <= 0) throw new ArgumentOutOfRangeException(nameof(channels));
if (framesPerBlock <= 0) throw new ArgumentOutOfRangeException(nameof(framesPerBlock));
if (totalFrames > (long)blocks.Count * framesPerBlock) throw new ArgumentException("Blocks hold fewer frames than totalFrames.", nameof(blocks));
_blocks = new float[blocks.Count][];
for (var i = 0; i < blocks.Count; i++) _blocks[i] = blocks[i];
_onBlockReleased = onBlockReleased;
FramesPerBlock = framesPerBlock;
Channels = channels;
SampleRate = sampleRate;
TotalFrames = totalFrames;
}
public void Seek(long frame)
{
if (frame < 0 || frame > TotalFrames) throw new ArgumentOutOfRangeException(nameof(frame));
if (frame < (long)_releasedCount * FramesPerBlock)
throw new InvalidOperationException($"Frame {frame} was already released by the forward-only reader.");
Position = frame;
}
public int Read(float[] buffer, int frameCount)
{
var total = (int)Math.Min(frameCount, TotalFrames - Position);
if (total <= 0) return 0;
var written = 0;
while (written < total)
{
var blockIndex = (int)(Position / FramesPerBlock);
var block = _blocks[blockIndex] ?? throw new InvalidOperationException($"Block {blockIndex} was already released.");
var offset = (int)(Position - (long)blockIndex * FramesPerBlock);
var count = Math.Min(total - written, FramesPerBlock - offset);
Array.Copy(block, offset * Channels, buffer, written * Channels, count * Channels);
written += count;
Position += count;
ReleaseBlocksBefore((int)(Position / FramesPerBlock));
}
return written;
}
private void ReleaseBlocksBefore(int blockIndex)
{
while (_releasedCount < blockIndex && _releasedCount < _blocks.Length)
{
var block = _blocks[_releasedCount];
_blocks[_releasedCount] = null;
_releasedCount++;
if (block != null) _onBlockReleased?.Invoke(block);
}
}
public void Dispose() => ReleaseBlocksBefore(_blocks.Length);
}
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using System;
using FFmpeg.AutoGen;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// Sample rate converter for interleaved 32-bit float PCM (libswresample).
/// Input and output have the same channel count; only the sample rate changes.
/// One instance keeps filter state between calls, so consecutive <see cref="Convert"/> calls form one continuous stream.
/// Reference: https://ffmpeg.org/doxygen/trunk/group__lswr.html
/// </summary>
internal sealed unsafe class PCMResampler : IDisposable
{
private SwrContext* _swr;
private bool _flushed;
public int Channels { get; }
public int InputRate { get; }
public int OutputRate { get; }
/// <summary>Value of the SwrContext "filter_size" option (filter length per phase in taps at a 1:1 ratio).</summary>
public int FilterSize { get; }
public PCMResampler(int channels, int inputRate, int outputRate)
{
if (channels <= 0) throw new ArgumentOutOfRangeException(nameof(channels));
if (inputRate <= 0) throw new ArgumentOutOfRangeException(nameof(inputRate));
if (outputRate <= 0) throw new ArgumentOutOfRangeException(nameof(outputRate));
Channels = channels;
InputRate = inputRate;
OutputRate = outputRate;
AVChannelLayout layout;
ffmpeg.av_channel_layout_default(&layout, channels);
SwrContext* swr = null;
var ret = ffmpeg.swr_alloc_set_opts2(
&swr,
&layout, AVSampleFormat.AV_SAMPLE_FMT_FLT, outputRate,
&layout, AVSampleFormat.AV_SAMPLE_FMT_FLT, inputRate,
0, null);
ffmpeg.av_channel_layout_uninit(&layout);
if (ret < 0 || swr == null)
throw new InvalidOperationException($"swr_alloc_set_opts2 failed ({ret}).");
_swr = swr;
long filterSize;
FilterSize = ffmpeg.av_opt_get_int(_swr, "filter_size", 0, &filterSize) >= 0 ? (int)filterSize : 32;
Reset();
}
/// <summary>Discards all buffered input and filter history. The next call starts a new stream.</summary>
public void Reset()
{
// swr_init on an initialized context re-initializes it.
// Reference: https://ffmpeg.org/doxygen/trunk/group__lswr.html (swr_init, swr_close)
var ret = ffmpeg.swr_init(_swr);
if (ret < 0)
throw new InvalidOperationException($"swr_init failed ({ret}).");
_flushed = false;
}
/// <summary>
/// Feeds <paramref name="inputFrames"/> frames and writes up to <paramref name="outputCapacity"/> frames.
/// Input that does not fit in the output is buffered inside the context and returned by later calls.
/// <paramref name="inputFrames"/> may be 0 to take only buffered output.
/// </summary>
/// <returns>Frames written to <paramref name="output"/>.</returns>
public int Convert(float* input, int inputFrames, float* output, int outputCapacity)
{
if (_flushed) throw new InvalidOperationException("Resampler was flushed. Call Reset first.");
// swr_convert treats a null input array as a flush request, so a non-null pointer is passed even for 0 frames.
float dummy = 0;
var inPlane = (byte*)(input != null ? input : &dummy);
var outPlane = (byte*)output;
var ret = ffmpeg.swr_convert(_swr, &outPlane, outputCapacity, &inPlane, inputFrames);
if (ret < 0)
throw new InvalidOperationException($"swr_convert failed ({ret}).");
return ret;
}
/// <summary>
/// Ends the input stream and writes up to <paramref name="outputCapacity"/> remaining frames.
/// Call repeatedly until it returns 0. <see cref="Convert"/> is not allowed afterwards until <see cref="Reset"/>.
/// </summary>
public int Flush(float* output, int outputCapacity)
{
_flushed = true;
var outPlane = (byte*)output;
var ret = ffmpeg.swr_convert(_swr, &outPlane, outputCapacity, null, 0);
if (ret < 0)
throw new InvalidOperationException($"swr_convert (flush) failed ({ret}).");
return ret;
}
public void Dispose()
{
if (_swr == null) return;
var swr = _swr;
ffmpeg.swr_free(&swr);
_swr = null;
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// Copies a Unity <see cref="AudioClip"/> into memory for clips without a file on disk
/// (built-in hit sounds from Resources, official/DLC level audio).
/// <see cref="AudioClip.GetData(float[], int)"/> runs on the main thread only, so the whole clip is copied once on the main thread
/// and the decoder thread reads the copy through a <see cref="MemoryPCMReader"/>.
/// Streaming clips (<see cref="AudioClipLoadType.Streaming"/>) are rejected because GetData does not read them.
/// Reference: https://docs.unity3d.com/ScriptReference/AudioClip.GetData.html
/// </summary>
internal static class UnityClipLoader
{
/// <summary>
/// Copies <paramref name="clip"/> in blocks of <see cref="AudioClipSource.ChunkFloats"/> floats or less
/// (FramesPerBlock = ChunkFloats / channels frames per GetData call). Main thread only.
/// Block memory is counted in <paramref name="store"/> and released block by block as the decoder thread reads it.
/// </summary>
public static MemoryPCMReader Load(AudioClip clip, AudioClipStore store)
{
if (!clip) throw new ArgumentNullException(nameof(clip));
if (clip.loadType == AudioClipLoadType.Streaming)
throw new NotSupportedException($"AudioClip '{clip.name}' is a streaming clip; GetData cannot read it.");
if (clip.loadState == AudioDataLoadState.Unloaded)
clip.LoadAudioData();
var channels = clip.channels;
var totalFrames = (long)clip.samples;
var framesPerBlock = AudioClipSource.ChunkFloats / channels;
var blocks = new List<float[]>();
try
{
for (long start = 0; start < totalFrames; start += framesPerBlock)
{
var frames = (int)Math.Min(framesPerBlock, totalFrames - start);
var block = store.AllocateExactArray(frames * channels);
blocks.Add(block);
// GetData fills the whole array; the offset is in frames (samples per channel).
if (!clip.GetData(block, (int)start))
throw new InvalidOperationException($"AudioClip.GetData failed for '{clip.name}' at frame {start} (load state {clip.loadState}).");
}
}
catch
{
foreach (var block in blocks) store.FreeExactArray(block);
throw;
}
return new MemoryPCMReader(blocks, framesPerBlock, channels, clip.frequency, totalFrames, store.FreeExactArray);
}
}