gba/user_scripts/XAudioJS/resampler.js

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JavaScript
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"use strict";
//JavaScript Audio Resampler
//Copyright (C) 2011-2015 Grant Galitz
//Released to Public Domain
function Resampler(fromSampleRate, toSampleRate, channels, inputBuffer) {
//Input Sample Rate:
this.fromSampleRate = +fromSampleRate;
//Output Sample Rate:
this.toSampleRate = +toSampleRate;
//Number of channels:
this.channels = channels | 0;
//Type checking the input buffer:
if (typeof inputBuffer != "object") {
throw(new Error("inputBuffer is not an object."));
}
if (!(inputBuffer instanceof Array) && !(inputBuffer instanceof Float32Array) && !(inputBuffer instanceof Float64Array)) {
throw(new Error("inputBuffer is not an array or a float32 or a float64 array."));
}
this.inputBuffer = inputBuffer;
//Initialize the resampler:
this.initialize();
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}
Resampler.prototype.initialize = function () {
//Perform some checks:
if (this.fromSampleRate > 0 && this.toSampleRate > 0 && this.channels > 0) {
if (this.fromSampleRate == this.toSampleRate) {
//Setup a resampler bypass:
this.resampler = this.bypassResampler; //Resampler just returns what was passed through.
this.ratioWeight = 1;
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this.outputBuffer = this.inputBuffer;
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}
else {
this.ratioWeight = this.fromSampleRate / this.toSampleRate;
if (this.fromSampleRate < this.toSampleRate) {
/*
Use generic linear interpolation if upsampling,
as linear interpolation produces a gradient that we want
and works fine with two input sample points per output in this case.
*/
this.compileLinearInterpolationFunction();
this.lastWeight = 1;
}
else {
/*
Custom resampler I wrote that doesn't skip samples
like standard linear interpolation in high downsampling.
This is more accurate than linear interpolation on downsampling.
*/
this.compileMultiTapFunction();
this.tailExists = false;
this.lastWeight = 0;
}
this.initializeBuffers();
}
}
else {
throw(new Error("Invalid settings specified for the resampler."));
}
}
Resampler.prototype.compileLinearInterpolationFunction = function () {
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var toCompile = "var outputOffset = 0;\
if (bufferLength > 0) {\
var buffer = this.inputBuffer;\
var weight = this.lastWeight;\
var firstWeight = 0;\
var secondWeight = 0;\
var sourceOffset = 0;\
var outputOffset = 0;\
var outputBuffer = this.outputBuffer;\
for (; weight < 1; weight += " + this.ratioWeight + ") {\
secondWeight = weight % 1;\
firstWeight = 1 - secondWeight;";
for (var channel = 0; channel < this.channels; ++channel) {
toCompile += "outputBuffer[outputOffset++] = (this.lastOutput[" + channel + "] * firstWeight) + (buffer[" + channel + "] * secondWeight);";
}
toCompile += "}\
weight -= 1;\
for (bufferLength -= " + this.channels + ", sourceOffset = Math.floor(weight) * " + this.channels + "; sourceOffset < bufferLength;) {\
secondWeight = weight % 1;\
firstWeight = 1 - secondWeight;";
for (var channel = 0; channel < this.channels; ++channel) {
toCompile += "outputBuffer[outputOffset++] = (buffer[sourceOffset" + ((channel > 0) ? (" + " + channel) : "") + "] * firstWeight) + (buffer[sourceOffset + " + (this.channels + channel) + "] * secondWeight);";
}
toCompile += "weight += " + this.ratioWeight + ";\
sourceOffset = Math.floor(weight) * " + this.channels + ";\
}";
for (var channel = 0; channel < this.channels; ++channel) {
toCompile += "this.lastOutput[" + channel + "] = buffer[sourceOffset++];";
}
toCompile += "this.lastWeight = weight % 1;\
}\
return outputOffset;";
this.resampler = Function("bufferLength", toCompile);
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}
Resampler.prototype.compileMultiTapFunction = function () {
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var toCompile = "var outputOffset = 0;\
if (bufferLength > 0) {\
var buffer = this.inputBuffer;\
var weight = 0;";
for (var channel = 0; channel < this.channels; ++channel) {
toCompile += "var output" + channel + " = 0;"
}
toCompile += "var actualPosition = 0;\
var amountToNext = 0;\
var alreadyProcessedTail = !this.tailExists;\
this.tailExists = false;\
var outputBuffer = this.outputBuffer;\
var currentPosition = 0;\
do {\
if (alreadyProcessedTail) {\
weight = " + this.ratioWeight + ";";
for (channel = 0; channel < this.channels; ++channel) {
toCompile += "output" + channel + " = 0;"
}
toCompile += "}\
else {\
weight = this.lastWeight;";
for (channel = 0; channel < this.channels; ++channel) {
toCompile += "output" + channel + " = this.lastOutput[" + channel + "];"
}
toCompile += "alreadyProcessedTail = true;\
}\
while (weight > 0 && actualPosition < bufferLength) {\
amountToNext = 1 + actualPosition - currentPosition;\
if (weight >= amountToNext) {";
for (channel = 0; channel < this.channels; ++channel) {
toCompile += "output" + channel + " += buffer[actualPosition++] * amountToNext;"
}
toCompile += "currentPosition = actualPosition;\
weight -= amountToNext;\
}\
else {";
for (channel = 0; channel < this.channels; ++channel) {
toCompile += "output" + channel + " += buffer[actualPosition" + ((channel > 0) ? (" + " + channel) : "") + "] * weight;"
}
toCompile += "currentPosition += weight;\
weight = 0;\
break;\
}\
}\
if (weight <= 0) {";
for (channel = 0; channel < this.channels; ++channel) {
toCompile += "outputBuffer[outputOffset++] = output" + channel + " / " + this.ratioWeight + ";"
}
toCompile += "}\
else {\
this.lastWeight = weight;";
for (channel = 0; channel < this.channels; ++channel) {
toCompile += "this.lastOutput[" + channel + "] = output" + channel + ";"
}
toCompile += "this.tailExists = true;\
break;\
}\
} while (actualPosition < bufferLength);\
}\
return outputOffset;";
this.resampler = Function("bufferLength", toCompile);
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}
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Resampler.prototype.bypassResampler = function (upTo) {
return upTo;
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}
Resampler.prototype.initializeBuffers = function () {
//Initialize the internal buffer:
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var outputBufferSize = (Math.ceil(this.inputBuffer.length * this.toSampleRate / this.fromSampleRate / this.channels * 1.000000476837158203125) * this.channels) + this.channels;
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try {
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this.outputBuffer = new Float32Array(outputBufferSize);
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this.lastOutput = new Float32Array(this.channels);
}
catch (error) {
this.outputBuffer = [];
this.lastOutput = [];
}
}