Change one remaining semaphore wait to 500us, and change the buffering
so that it can always overflow the requested duration by one chunk, so
that at least one chunk will always fit in the buffer. This also allows
the DSP nodes to flush at the end of the stream without losing their
output.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The end of stream flushing should only request remaining samples once,
as should the rest of the process. The problem with the Rubber Band code
in this case is that it will wrap the remaining samples pointer after it
has been flushed, and emit a really huge number.
Also, add code to try to equalize the samples output with the samples
input, relative to the tempo stretching, as Rubber Band seems to flush
entirely too much data at end of stream, which can create noticeable
gaps in the output. This solves that as well.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This should be guarded, so that no other thread tries to free the DSP
while it is potentially writing to the Rubber Band instance.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This comment was copied by accident when duplicating the original
Converter Node class for the new DSP base.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
DSP threads, such as the Rubber Band processing, and planned moves of
other processing to buffer threads, such as the Equalizer, FreeSurround,
HRTF, and Downmixing for output, because they all have small output
buffers. Since these buffers drain and fill fast, they should be
processed at a high priority. Hopefully, App Store doesn't complain
about the use of these APIs.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This class can more flexibly process and emit varying chunk sizes than
the previous code could, solving the problem of wide tempo changes.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Now there's a configuration dialog for tweaking the settings
in semi-real time. Everything that can be changed without
restarting is changed without restarting, otherwise the audio
pipeline is reset, which happens quickly enough anyway.
Awaiting translation to Spanish, other languages have been
removed pending their maintainers fixing most of their
problems, which includes me being lazy and AI translating
bits so I could rush updates.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This should improve performance slightly. It's
still recommended to switch off SceneKit to
save CPU usage, or switch of vis entirely.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
When the input buffer has less samples in it than the LPC order,
it would crash reaching past the ends of the buffer. Now, it will
pad past the correct end of the audio with silence, while still
extrapolating a prime input minimum of the LPC order. Should fix
the last of the outstanding crashes.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
I will implement the more complex setup of providing options for
most of the configuration that Rubber Band provides, at a later
date, when I feel like creating a complex configuration dialog
for it, and asking for help translating every option and setting.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
It should be deriving its channel count from the file format,
since it's applied before any other filters.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Implements a simple speed control using a resampler
designed for real time changes. A rubberband speed
control will be implemented at a later date.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Volume scaling would potentially crash when handling
unaligned blocks of samples, and also handled them
completely wrong. It should be counting up single
samples until the buffer is aligned to a multiple of 16
bytes, and it should not exceed the intended count.
BUG: It was not only counting the unaligned samples
backwards, it was ignoring the real sample count.
Fixes#380
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Shuffle around @autoreleasepool blocks, and also add one
to the audio processing code in the playback callback, so
audio memory is released during playback instead of
accumulating.
Fixes#379
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This appears to maybe be necessary as the prior join call doesn't seem to
be doing what it should.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This is checked inside the audio thread, it isn't needed in the watcher
thread. Remove the second check.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Adjust the buffering so if latency is too low, we fill the rest of
the output with silence instead of peeking at the oldest part
of the buffer. Also increase latency by half a buffer size so
that the requested sample is in the center of the buffer, which
improves the 4096 sample situation with the current low
latency output.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Buffer up to 20 seconds per stage, and buffer only up
to 2 seconds before starting the next stage.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
A stopped instance of OutputCoreAudio should not continue to feed the
visualization system with stale audio, potentially while another instance
is already starting up and feeding its own audio output.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This reverts usage of the AVFoundation output to use
the previous lower latency CoreAudio output, and
paves the way for a change I am cooking up soon.
Fixes several issues with playback and seeking latency.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Do this by serializing the background thread actions against
the AudioPlayer object, so we don't start playback multiple
times at once.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Perform playback start and seeking operations in the background, instead
of on the main thread, which should help prevent them from stalling the
user interface.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This output may prove to have lower latency, but the results are too
glitchy to really be usable. Not even visualization latency is handled
correctly.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
And default it to disabled. As was pointed out to me by a user, DSD is
apparently mastered to a level of -6 dB, so double its level on output
by default.
Also reorder all preferences dialog controls so they are instantiated in
display order, which should help screen readers, maybe.
Fixes#368
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Resampler flush may indefinitely produce 1 sample if there is a rounding
error with the buffering calculations. Work around this.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
When the clipped sample rate changes, the resampler needs to be
restarted. This was previously failing because the target sample rate
wasn't changing.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
When reading partial chunks, and when returning partial data, it is
essential to maintain this lossless chunk status across either whole or
partial chunk reads. Otherwise, the converter chain sees the lossless
flag constantly changing on lossless files, such as PCM or DSD, and
causes the DSD decimator and/or resampler to be torn down and reset
repeatedly, causing glitches in the audio.
The glitch was not, in fact, with the decimator itself, and was
occurring to a degree without it, as it would be restarting the
resampler repeatedly as well.
Fixes#367
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The latency is half of the FIFO, or half the filter size, and each byte
is 8 samples, so return the value accordingly.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This comment was in the original sample decimator code, I neglected to
include it in my port over to Cog. Doesn't really serve any functional
change, though. It would have clarified that I needed to reduce the gain
level much sooner, though.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Makes volume slider logarithmic when limited to 100% to allow easier changing of volume towards the bottom of the slider.
The tooltip remains as the slider location instead of the logarithmic value of the actual volume.
Input thread now signals when it has stopped and is about to return, in
case the input thread returns before the BufferChain dealloc function
would be waiting for it to terminate. Somehow, even though the Semaphore
is being signaled at this point, the BufferChain still ends up waiting
the default of 2.5 seconds for the signal that apparently never comes,
delaying file stoppage. This prevents the wait action entirely. Must
have been some sort of race condition.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This new method should cause all stops to default to immediate stoppage,
and only stops that occur after an end of track signal should indicate
to play out the entire buffer.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
External artwork already supported the HEIC format, just not the correct
filename extension for the format.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This magically fixes the stupid header maps that were pulling the system
semaphore.h into Swift projects, when they shouldn't have been doing
that in the first place. This is the same reason that the FLAC library
has its assert.h renamed to FLAC_assert.h.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
And this is the actual meat of getting it to work properly, the changes
the Swift code needed to actually be fully functional.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
These imports needed to be changed so that Swift bridging didn't import
the system's semaphore.h instead of CogAudio's Semaphore.h, which is a
completely different thing.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Oops, this compare blunder resulted in DSD decimation breaking every
1024 samples or so, owing to block sizes, and caused ticking sounds as a
result. It would also cause HDCD decoding to break completely.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Neither of these two changes is really important, but they do simplify
things, and the division on that one function makes the non-decimating
DSD support actually functional, as the caller expects a specific number
of samples, and that was otherwise octupling the input sample count.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Another large stack buffer was at play here. Consolidated it into an
existing buffer that can perform double duty here, since neither place
it's used conflicts with each other.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Only unregister the listener if it actually has been registered, and
clear the handle upon doing so.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Sample rate changes will now occur on exact sample boundaries, like they
are supposed to. Also, FreeSurround accounts for its output latency.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The DSPs should not be deinitialized from another thread, possibly while
they are currently processing.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Apparently, all these new changes with FreeSurround have pushed the
default 512KB thread stack size to the limit. And I'm not even using
stack variables, really, except for maybe the autoreleasepools.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Apparently, the LFE channel is not being initialized at all if bass
redirection isn't enabled, and even if it is, it's uninitialized for a
great portion of the spectrum. Clear it all on every iteration.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The output implementation has a block size of 4096, so the class
implementation should also use that.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This is the code that actually needs to be added to make it process
audio. This insertion makes the whole app crash when processing audio at
all. Weirdly, simply reverting these two files makes the audio code work
again. I can't explain it.
Also, commenting out CMAudioFormatDescriptionCreate makes it work, too.
There's something weird going on with that function.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This is a working implementation of FreeSurround, but I can't get it to
work in the Cog code base, as the whole project crashes head over heels
if this code is inserted into the output chain.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Move the Float32 converter to a different location, for any future plans
to support decoding audio files to common data for any other purpose.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
This should also seal up any potential hole for problems if there's an
audio format change and no audio buffered.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The input chain could hang up indefinitely, and MAD decoder didn't
indicate end of file properly.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
readAudio now returns an AudioChunk object directly, and all inputs have
been changed to accomodate this. Also, input and converter processing
have been altered to better work with this.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Most projects needed to be changed to enable C or Objective C modules.
Hopefully, this improves debugging.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Apparently, Apple's Spatial Audio processor doesn't really support weird
configurations like this. So we need to filter them down to stereo.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>