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forked from MeloNX/MeloNX

Use a basic cubic interpolation for the audren upsampler (#3129)

Before, it was selecting nearest neighbour, which sounded terrible. This is likely temporary til the upsampling algorithm used by the switch is reversed.

Fixes bad audio in Skyward Sword HD.
This commit is contained in:
riperiperi 2022-02-17 19:19:29 +00:00 committed by GitHub
parent 62c82f165b
commit 5a7ccb209b

View File

@ -600,19 +600,42 @@ namespace Ryujinx.Audio.Renderer.Dsp
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ResampleForUpsampler(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float ratio, ref float fraction, int sampleCount) public static void ResampleForUpsampler(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float ratio, ref float fraction, int sampleCount)
{ {
// TODO: use a bandwidth filter to have better resampling. // Currently a simple cubic interpolation, assuming duplicated values at edges.
// TODO: Discover and use algorithm that the switch uses.
int inputBufferIndex = 0; int inputBufferIndex = 0;
int maxIndex = inputBuffer.Length - 1;
int cubicEnd = inputBuffer.Length - 3;
for (int i = 0; i < sampleCount; i++) for (int i = 0; i < sampleCount; i++)
{ {
float outputData = inputBuffer[inputBufferIndex]; float s0, s1, s2, s3;
if (fraction > 1.0f) s1 = inputBuffer[inputBufferIndex];
if (inputBufferIndex == 0 || inputBufferIndex > cubicEnd)
{ {
outputData = inputBuffer[inputBufferIndex + 1]; // Clamp interplation values at the ends of the input buffer.
s0 = inputBuffer[Math.Max(0, inputBufferIndex - 1)];
s2 = inputBuffer[Math.Min(maxIndex, inputBufferIndex + 1)];
s3 = inputBuffer[Math.Min(maxIndex, inputBufferIndex + 2)];
}
else
{
s0 = inputBuffer[inputBufferIndex - 1];
s2 = inputBuffer[inputBufferIndex + 1];
s3 = inputBuffer[inputBufferIndex + 2];
} }
outputBuffer[i] = outputData; float a = s3 - s2 - s0 + s1;
float b = s0 - s1 - a;
float c = s2 - s0;
float d = s1;
float f2 = fraction * fraction;
float f3 = f2 * fraction;
outputBuffer[i] = a * f3 + b * f2 + c * fraction + d;
fraction += ratio; fraction += ratio;
inputBufferIndex += (int)MathF.Truncate(fraction); inputBufferIndex += (int)MathF.Truncate(fraction);