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[Audio] Hoist volume clamp out of the per-sample PCM loop (#487)
Co-authored-by: slick-daddy <slick-daddy@users.noreply.github.com>
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@@ -25,6 +25,10 @@ internal static class AudioPcmConversion
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float volume)
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{
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var sourceFrameSize = checked(channels * bytesPerSample);
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// Volume is constant for the whole submission, so clamp it once here
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// rather than per sample inside the loop (this runs on every real-time
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// audio buffer, hundreds of frames at a time).
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var clampedVolume = Math.Clamp(volume, 0.0f, 1.0f);
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for (var frame = 0; frame < frames; frame++)
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{
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var sourceFrame = source.Slice(frame * sourceFrameSize, sourceFrameSize);
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@@ -32,8 +36,8 @@ internal static class AudioPcmConversion
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var right = channels == 1
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? left
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: ReadSample(sourceFrame, 1, bytesPerSample, isFloat);
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left = ApplyVolume(left, volume);
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right = ApplyVolume(right, volume);
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left = ApplyVolume(left, clampedVolume);
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right = ApplyVolume(right, clampedVolume);
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BinaryPrimitives.WriteInt16LittleEndian(destination[(frame * OutputFrameSize)..], left);
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BinaryPrimitives.WriteInt16LittleEndian(destination[((frame * OutputFrameSize) + 2)..], right);
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}
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@@ -67,9 +71,10 @@ internal static class AudioPcmConversion
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return checked((short)MathF.Round(value * scale));
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}
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// <paramref name="volume"/> is expected pre-clamped to [0, 1] by the caller.
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private static short ApplyVolume(short sample, float volume)
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{
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var scaled = MathF.Round(sample * Math.Clamp(volume, 0.0f, 1.0f));
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var scaled = MathF.Round(sample * volume);
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return (short)Math.Clamp(scaled, short.MinValue, short.MaxValue);
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}
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}
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