diff --git a/Source/Core/AudioCommon/Mixer.cpp b/Source/Core/AudioCommon/Mixer.cpp index ffb9489246..8149da088c 100644 --- a/Source/Core/AudioCommon/Mixer.cpp +++ b/Source/Core/AudioCommon/Mixer.cpp @@ -167,18 +167,18 @@ void CMixer::StretchAudio(const short* in, unsigned int num_in, short* out, unsi double current_ratio = static_cast(num_in) / static_cast(num_out); const double max_latency = SConfig::GetInstance().m_audio_stretch_max_latency; - const double max_backlog = m_sampleRate * max_latency / 1000.0; + const double max_backlog = m_sampleRate * max_latency / 1000.0 / m_stretch_ratio; const double backlog_fullness = m_sound_touch.numSamples() / max_backlog; - if (backlog_fullness > 1.0) + if (backlog_fullness > 5.0) { - // Exceeded latency budget: Do not add more samples into FIFO. + // Too many samples in backlog: Don't push anymore on num_in = 0; } // We ideally want the backlog to be about 50% full. // This gives some headroom both ways to prevent underflow and overflow. // We tweak current_ratio to encourage this. - constexpr double tweak_time_scale = 0.1; // seconds + constexpr double tweak_time_scale = 0.5; // seconds current_ratio *= 1.0 + 2.0 * (backlog_fullness - 0.5) * (time_delta / tweak_time_scale); // This low-pass filter smoothes out variance in the calculated stretch ratio. @@ -189,7 +189,8 @@ void CMixer::StretchAudio(const short* in, unsigned int num_in, short* out, unsi // Place a lower limit of 10% speed. When a game boots up, there will be // many silence samples. These do not need to be timestretched. - m_sound_touch.setTempo(std::max(m_stretch_ratio, 0.1)); + m_stretch_ratio = std::max(m_stretch_ratio, 0.1); + m_sound_touch.setTempo(m_stretch_ratio); DEBUG_LOG(AUDIO, "Audio stretching: samples:%u/%u ratio:%f backlog:%f gain: %f", num_in, num_out, m_stretch_ratio, backlog_fullness, m_lpf_gain);