audio: WASAPI exclusive resampling, buffer size increase options (#727)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Resampler: Implement resampler for exclusive mode streams, as we are seeing more and more devices - not just laptops but onboard audio devices - that only support 48khz and not 44.1khz. Should work with volume boost (gain calculated inside resample) and also downmixer (hands off intermediate scratch buffers). Buffer size increase: By default many of these games request a tiny buffer when in shared mode (TDJ uses 3ms). On some audio setup this results in crackling due to underflow. Add an option to forcibly increase the buffer size. ## Testing With resampler set to 48kHz and buffer set to 20ms I can reliably boot and play IIDX on my display port monitor's speakers; previously this wasn't possible. IIDX is event-driven. Tested SDVX7 as well at 48kHz, which opens timer-driven streams.
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#pragma once
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#include <cstdint>
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#include <optional>
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#include <vector>
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#include <windows.h>
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#include <mmreg.h>
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#include <audioclient.h>
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#include "hooks/audio/audio.h"
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struct IAudioClient;
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struct IAudioRenderClient;
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namespace hooks::audio {
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// Streaming sample-rate converter for the WASAPI render path. The real device is opened at the
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// target rate while the game keeps writing its native-rate audio into a scratch buffer; on
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// release that buffer is converted with a windowed-sinc kernel and pushed to the device.
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// Channel count and sample format are preserved; only the sample rate changes.
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//
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// Frame counts differ between the two rates, so unlike the per-frame downmix this is stateful:
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// a fractional read position and a window of input history carry across ReleaseBuffer calls,
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// and the device buffer is only filled up to the space the device currently has free.
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struct Resampler {
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// whether the resampler is active for the current stream
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bool enabled = false;
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// whether the stream is event-driven (AUDCLNT_STREAMFLAGS_EVENTCALLBACK). timer-driven
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// streams instead poll padding and write variable partial chunks, so they drain the
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// pending output to the device's free space rather than pushing a full buffer per period.
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bool event_driven = true;
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// decide whether the stream should be resampled and to which rate. returns the target rate
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// when RESAMPLE_RATE is set and differs from the game's rate, otherwise nullopt.
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static std::optional<uint32_t> resolve(const WAVEFORMATEX *game_format);
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// enable resampling for game_format and fill device_out with the equivalent format at the
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// target rate to open the real device with.
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void setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *device_out,
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uint32_t target_rate);
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// build the device format equivalent to game_format at target_rate (same channels/depth).
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static void make_device_format(const WAVEFORMATEX *game_format,
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WAVEFORMATEXTENSIBLE *device_out, uint32_t target_rate);
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// initialize the real device at the target rate, performing the standard WASAPI buffer
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// realignment retry on AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED.
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HRESULT initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
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REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
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const WAVEFORMATEX *device_format, LPCGUID session_guid);
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// translate a device-rate frame count to the equivalent game-rate count, so the buffer-size
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// and padding values reported to the game stay paced at the game's native rate.
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UINT32 frames_device_to_game(UINT32 device_frames) const;
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UINT32 padding_device_to_game(UINT32 device_padding) const;
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// hand the game a scratch buffer sized for `frames` of its native format to write into.
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HRESULT get_buffer(UINT32 frames, BYTE **ppData);
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// pointer to the input scratch (sized by get_buffer). when chained after the downmix, the
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// downmix writes its stereo output here for the resampler to consume on the next flush.
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BYTE *input_data() { return this->scratch.data(); }
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// convert the `frames` the game wrote and push output to the real render client. `boost`
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// is applied to the converted output. event-driven streams fill exactly one device buffer
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// per period; timer-driven streams push as many converted frames as the device has free.
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HRESULT flush(IAudioRenderClient *real, IAudioClient *client, UINT32 frames, DWORD flags,
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float boost);
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private:
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// append `frames` of the scratch buffer (native format), or silence, to the input queue
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void enqueue_input(UINT32 frames, bool silent);
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// event-driven path: produce exactly one full device buffer and push it.
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HRESULT flush_event(IAudioRenderClient *real, float boost);
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// timer-driven path: convert all queued input into the pending output FIFO, then push as
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// many frames as the device currently has free, keeping the remainder for the next call.
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HRESULT flush_timer(IAudioRenderClient *real, IAudioClient *client, float boost);
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// produce exactly out_frames output frames using the fixed src/dst ratio. event-driven
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// exclusive streams must fill the whole device buffer every period; a small input cushion
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// is buffered first (see priming) so the sinc kernel always has lookahead.
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UINT32 produce_exact(UINT32 out_frames);
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// convert all input the kernel can fully support into the pending output FIFO (out_float),
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// appending without clearing. returns the number of frames produced. used by the
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// timer-driven path where output is drained to the device in device-paced chunks.
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UINT32 produce_variable();
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// convolve the windowed-sinc kernel at the current in_pos and append the resulting frame
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// (one sample per channel) to out_float
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void emit_frame();
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// precompute the windowed-sinc kernel sampled at kernel_phases sub-sample positions, so
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// emit_frame is a table lookup instead of recomputing sin/cos per tap (which is far too
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// expensive to run per sample on the audio callback thread and causes underrun crackle).
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void build_kernel();
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// drop input frames that in_pos has advanced past, keeping a window of history for the
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// next block's left context
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void drop_consumed();
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// convert the first `frames` of out_float to the device format, scaled by `gain`
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void write_output(BYTE *dst, UINT32 frames, float gain) const;
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// sample format of the stream
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int channels = 0;
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int bytes_per_sample = 0;
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bool is_float = false;
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int game_frame_size = 0;
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uint32_t src_rate = 0;
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uint32_t dst_rate = 0;
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// sinc low-pass cutoff (1.0 when upsampling, dst/src when downsampling) and window radius
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double cutoff = 1.0;
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int half_taps = 16;
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// precomputed kernel: (kernel_phases + 1) rows of 2*half_taps weights, indexed by the
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// fractional sample position (linearly interpolated between adjacent rows in emit_frame)
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std::vector<float> kernel_table;
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int kernel_phases = 1024;
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// interleaved float input queue and the fractional read position within it (in frames)
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std::vector<float> in_queue;
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double in_pos = 0.0;
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// emit silence until a full block of input lookahead has accumulated, so the sinc kernel
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// never reads past the end of the queue (which would distort the tail of every buffer)
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bool priming = true;
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// interleaved float scratch for produced output
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std::vector<float> out_float;
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// buffer the game writes its native-rate audio into between get_buffer / flush
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std::vector<BYTE> scratch;
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// cached device buffer size (frames); a full buffer is produced every period
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UINT32 device_buffer_frames = 0;
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// leading buffers to silence to avoid a pop on stream start
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int buffers_to_mute = 16;
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};
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}
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