Improve XAudio2 backend playback quality for spatial multi-channel sounds

This commit is contained in:
Wojtek Figat
2023-04-21 15:59:41 +02:00
parent 3d16f97e4c
commit 3e8a29cdd5

View File

@@ -126,6 +126,7 @@ namespace XAudio2
bool IsDirty;
bool Is3D;
bool IsPlaying;
bool IsForceMono3D;
VoiceCallback Callback;
Source()
@@ -368,7 +369,7 @@ void AudioBackendXAudio2::Source_OnAdd(AudioSource* source)
}
// Initialize audio data format information (from clip)
auto& header = clip->AudioHeader;
const auto& header = clip->AudioHeader;
auto& format = aSource->Format;
format.wFormatTag = WAVE_FORMAT_PCM;
format.nChannels = source->Is3D() ? 1 : header.Info.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write)
@@ -400,6 +401,7 @@ void AudioBackendXAudio2::Source_OnAdd(AudioSource* source)
aSource->Data.ChannelCount = format.nChannels;
aSource->Data.InnerRadius = FLAX_DST_TO_XAUDIO(source->GetMinDistance());
aSource->Is3D = source->Is3D();
aSource->IsForceMono3D = header.Is3D && header.Info.NumChannels > 1;
aSource->Pitch = source->GetPitch();
aSource->Pan = source->GetPan();
aSource->DopplerFactor = source->GetDopplerFactor();
@@ -517,6 +519,14 @@ void AudioBackendXAudio2::Source_SpatialSetupChanged(AudioSource* source)
if (aSource)
{
// TODO: implement attenuation settings for 3d audio
auto clip = source->Clip.Get();
if (clip && clip->IsLoaded())
{
const auto& header = clip->AudioHeader;
aSource->Data.ChannelCount = source->Is3D() ? 1 : header.Info.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write)
aSource->IsForceMono3D = header.Is3D && header.Info.NumChannels > 1;
}
aSource->Is3D = source->Is3D();
aSource->DopplerFactor = source->GetDopplerFactor();
aSource->Data.InnerRadius = FLAX_DST_TO_XAUDIO(source->GetMinDistance());
aSource->IsDirty = true;
@@ -607,8 +617,8 @@ float AudioBackendXAudio2::Source_GetCurrentBufferTime(const AudioSource* source
const auto& clipInfo = source->Clip->AudioHeader.Info;
XAUDIO2_VOICE_STATE state;
aSource->Voice->GetState(&state);
const uint32 numChannels = source->Is3D() ? 1 : clipInfo.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write)
const UINT32 totalSamples = clipInfo.NumSamples / numChannels;
const uint32 numChannels = clipInfo.NumChannels;
const uint32 totalSamples = clipInfo.NumSamples / numChannels;
state.SamplesPlayed -= aSource->LastBufferStartSamplesPlayed % totalSamples; // Offset by the last buffer start to get time relative to its begin
time = aSource->StartTime + (state.SamplesPlayed % totalSamples) / static_cast<float>(Math::Max(1U, clipInfo.SampleRate));
}
@@ -850,7 +860,11 @@ void AudioBackendXAudio2::Base_Update()
dsp.pMatrixCoefficients[3] *= panRight;
}
}
if (source.IsForceMono3D)
{
// Hack to fix playback speed for 3D clip that has auto-converted stereo to mono at runtime
dsp.DopplerFactor *= 0.5f;
}
const float frequencyRatio = dopplerFactor * source.Pitch * dsp.DopplerFactor * source.DopplerFactor;
source.Voice->SetFrequencyRatio(frequencyRatio);
source.Voice->SetOutputMatrix(XAudio2::MasteringVoice, dsp.SrcChannelCount, dsp.DstChannelCount, dsp.pMatrixCoefficients);