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Avoid (expensive) audio interpolation when sample rates already match
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9390452195
commit
117b1f3ec1
2 changed files with 8 additions and 4 deletions
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@ -54,8 +54,9 @@ std::vector<s16> Interpolate(InterpolationState& state, std::vector<s16> input,
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double l = 0.0;
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double r = 0.0;
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for (std::size_t j = 0; j < h.size(); j++) {
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l += Lanczos(taps, pos + j - taps + 1) * h[j][0];
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r += Lanczos(taps, pos + j - taps + 1) * h[j][1];
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const double lanczos_calc = Lanczos(taps, pos + j - taps + 1);
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l += lanczos_calc * h[j][0];
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r += lanczos_calc * h[j][1];
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}
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output.emplace_back(static_cast<s16>(std::clamp(l, -32768.0, 32767.0)));
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output.emplace_back(static_cast<s16>(std::clamp(r, -32768.0, 32767.0)));
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@ -285,8 +285,11 @@ void AudioRenderer::VoiceState::RefreshBuffer() {
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break;
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}
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samples =
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Interpolate(interp_state, std::move(samples), GetInfo().sample_rate, STREAM_SAMPLE_RATE);
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// Only interpolate when necessary, expensive.
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if (GetInfo().sample_rate != STREAM_SAMPLE_RATE) {
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samples = Interpolate(interp_state, std::move(samples), GetInfo().sample_rate,
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STREAM_SAMPLE_RATE);
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}
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is_refresh_pending = false;
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}
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