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.pull/3132/head 1.1.33
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741db8e43d
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7e9011673b
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@ -600,19 +600,42 @@ namespace Ryujinx.Audio.Renderer.Dsp
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ResampleForUpsampler(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float ratio, ref float fraction, int sampleCount)
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{
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// TODO: use a bandwidth filter to have better resampling.
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// Currently a simple cubic interpolation, assuming duplicated values at edges.
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// TODO: Discover and use algorithm that the switch uses.
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int inputBufferIndex = 0;
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int maxIndex = inputBuffer.Length - 1;
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int cubicEnd = inputBuffer.Length - 3;
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for (int i = 0; i < sampleCount; i++)
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{
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float outputData = inputBuffer[inputBufferIndex];
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float s0, s1, s2, s3;
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if (fraction > 1.0f)
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s1 = inputBuffer[inputBufferIndex];
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if (inputBufferIndex == 0 || inputBufferIndex > cubicEnd)
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{
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outputData = inputBuffer[inputBufferIndex + 1];
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// Clamp interplation values at the ends of the input buffer.
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s0 = inputBuffer[Math.Max(0, inputBufferIndex - 1)];
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s2 = inputBuffer[Math.Min(maxIndex, inputBufferIndex + 1)];
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s3 = inputBuffer[Math.Min(maxIndex, inputBufferIndex + 2)];
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}
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else
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{
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s0 = inputBuffer[inputBufferIndex - 1];
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s2 = inputBuffer[inputBufferIndex + 1];
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s3 = inputBuffer[inputBufferIndex + 2];
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}
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outputBuffer[i] = outputData;
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float a = s3 - s2 - s0 + s1;
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float b = s0 - s1 - a;
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float c = s2 - s0;
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float d = s1;
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float f2 = fraction * fraction;
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float f3 = f2 * fraction;
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outputBuffer[i] = a * f3 + b * f2 + c * fraction + d;
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fraction += ratio;
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inputBufferIndex += (int)MathF.Truncate(fraction);
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