diff --git a/shaders/audio_renderer.gdshader b/shaders/audio_renderer.gdshader index 79d188d..62e079f 100644 --- a/shaders/audio_renderer.gdshader +++ b/shaders/audio_renderer.gdshader @@ -3,8 +3,15 @@ // Unfortunately, this loses type-checking on [0.0, 1.0] vs [0,255] etc. so a lot of this will involve comments declaring ranges. shader_type canvas_item; render_mode blend_premul_alpha; +uniform sampler2D instrument_samples; +uniform vec2 instrument_samples_size = vec2(2048.0, 128.0); uniform int INT_OUTPUT_WIDTH = 4096; uniform vec2 OUTPUT_FRAMEBUFFER_SIZE = vec2(4096.0, 4096.0); +uniform float reference_note = 71.0; // [0, 255], possibly [0, 127] +uniform float output_mixrate = 32000.0; // SNES SPC output is 32kHz +uniform vec2 midi_events_size = vec2(2048.0, 32.0); +uniform int tempo_scale_thousandths = 1000; +const int TEMPO_SCALE_MULTIPLIER = 1000; // I feel like these magic numbers are a bit more intuitive in hex const float x00FF = float(0x00FF); // 255.0 const float x0100 = float(0x0100); // 256.0 @@ -94,11 +101,7 @@ vec2 pack_float_to_int16(float value) { // leaving 261121 texels for the sample data. const float HEADER_LENGTH_TEXELS = 5.0; -uniform sampler2D instrument_samples; -uniform vec2 instrument_samples_size = vec2(2048.0, 128.0); const int INSTRUMENT_SAMPLES_WIDTH = 2048; -uniform float reference_note = 71.0; // [0, 255], possibly [0, 127] -uniform float output_mixrate = 32000.0; // SNES SPC output is 32kHz float sinc(float x) { x = abs(x) + 0.00000000000001; // Avoid division by zero return min(sin(x)/x, 1.0); @@ -152,10 +155,17 @@ float get_instrument_sample(float instrument_index, float note, float t) { const int NUM_CHANNELS = 8; const int MAX_CHANNEL_NOTE_EVENTS = 2048; const int NUM_CHANNEL_NOTE_PROBES = 11; // log2(MAX_CHANNEL_NOTE_EVENTS) -uniform vec2 midi_events_size = vec2(2048.0, 32.0); vec4 get_midi_texel(sampler2D tex, float x, float y) { return texture(tex, vec2(x, y)/midi_events_size).xyzw; } +int retime_smp(int smp) { + // Overflow safety is important as our input values can go up to 2^24, and we multiply by around 2^10 + int factor = smp / tempo_scale_thousandths; + int residue = smp % tempo_scale_thousandths; + int a = (residue * TEMPO_SCALE_MULTIPLIER) / tempo_scale_thousandths; + int b = factor * TEMPO_SCALE_MULTIPLIER; + return a + b; +} vec4 render_song(sampler2D tex, int smp) { // Each output texel rendered is a stereo S16LE frame representing 1/32000 of a second // 2048 is an established safe texture dimension so may as well go 2048 wide @@ -170,11 +180,12 @@ vec4 render_song(sampler2D tex, int smp) { int smp_start; for (int i = 0; i < NUM_CHANNEL_NOTE_PROBES; i++) { float step_size = exp2(float(NUM_CHANNEL_NOTE_PROBES - i - 1)); - smp_start = int(unpack_int32(get_midi_texel(tex, event_idx + step_size, row))); + smp_start = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx + step_size, row)))); event_idx += (smp >= smp_start) ? step_size : 0.0; } - smp_start = int(unpack_int32(get_midi_texel(tex, event_idx, row))); - int smp_end = int(unpack_int32(get_midi_texel(tex, event_idx, row+1.0))); + smp_start = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx, row)))); + int smp_end = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx, row+1.0)))); + vec4 note_event_supplement = get_midi_texel(tex, event_idx, row+2.0); // left as [0.0, 1.0] float instrument_idx = trunc(note_event_supplement.x * 255.0); float pitch_idx = note_event_supplement.y * 255.0; diff --git a/test/audio_renderer.gd b/test/audio_renderer.gd index 7a566dd..342ad1e 100644 --- a/test/audio_renderer.gd +++ b/test/audio_renderer.gd @@ -3,6 +3,9 @@ extends Control signal render_initial_ready(key) # A small chunk at the start has been rendered and is ready to play signal render_complete(key) # The full track has been rendered and is ready to pop-in +enum RENDER_MODE {BATCH, DYNAMIC, JAOT, TEST_READBACK} +var render_mode = RENDER_MODE.JAOT + const INPUT_TEX_WIDTH := 2048 const INPUT_FORMAT := Image.FORMAT_RGBA8 # Image.FORMAT_LA8 const INPUT_BYTES_PER_TEXEL := 4 # 2 @@ -12,15 +15,19 @@ var OUTPUT_FRAMEBUFFER_SIZE: Vector2 var OUTPUT_WIDTH: int var OUTPUT_HEIGHT: int onready var viewport: Viewport = self.get_parent() -onready var render_queue: Array = [] # of [desc key, remaining_samples] -onready var cached_midis: Dictionary = {} # desc: [target_samples, ImageTexture] -onready var cached_renders: Dictionary = {} # desc: [remaining_samples, PoolByteArray] +onready var render_queue: Array = [] # of [key, remaining_samples] +onready var cached_midis: Dictionary = {} # key: [target_samples, ImageTexture] +onready var cached_renders: Dictionary = {} # key: [remaining_samples, PoolByteArray] onready var current_textures: Array = [] # of ImageTextures - Needed to prevent GC before draw onready var waiting_for_viewport: Array = [] onready var done_first_draw: bool = false func _ready() -> void: - self._update_viewport(4096, 4096) + match self.render_mode: + RENDER_MODE.BATCH, RENDER_MODE.DYNAMIC: + self._update_viewport(4096, 4096) + RENDER_MODE.JAOT: + self._update_viewport(256, 2048) func _process(_delta) -> void: update() @@ -34,11 +41,17 @@ func _draw() -> void: if self.waiting_for_viewport: # Another node later in the draw sequence can call this within the same frame, # otherwise, this picks it up the following frame - get_result() + self.get_result() + # self.waiting_for_viewport is cleared at the end of get_result() if self.render_queue: - self._render_in_batch() - # self._render_one_at_a_time() + match self.render_mode: + RENDER_MODE.BATCH: + self._render_in_batch() + RENDER_MODE.DYNAMIC: + self._render_dynamic_one_at_a_time() + RENDER_MODE.JAOT: + self._render_just_ahead_of_time() func _update_viewport(width: int, height: int) -> void: @@ -50,21 +63,35 @@ func _update_viewport(width: int, height: int) -> void: self.material.set_shader_param('INT_OUTPUT_WIDTH', OUTPUT_WIDTH) +func _get_cached_midi(key: String) -> Array: # [target_samples: int, tex: ImageTexture, tempo_scale_thousandths: int] + if not('-' in key): + return self.cached_midis[key] + [1000] + var split := key.split('-') + var tempo_scale_thousandths := int(split[1]) + var target_samples_and_tex = self.cached_midis[split[0]] + var new_target_samples: int = (target_samples_and_tex[0]*1000)/tempo_scale_thousandths + return [new_target_samples, target_samples_and_tex[1], tempo_scale_thousandths] + + func _render_midi(key: String, output_rows_drawn_including_this: int, rows_to_draw: int) -> void: - var target_samples_and_tex = self.cached_midis[key] - var target_samples: int = target_samples_and_tex[0] - var tex: ImageTexture = target_samples_and_tex[1] - var y_top: int = OUTPUT_HEIGHT - output_rows_drawn_including_this - var y_bot: int = y_top + rows_to_draw - var uv_inv_v: float = 1 - (rows_to_draw / OUTPUT_FRAMEBUFFER_SIZE.y) - var uvs := PoolVector2Array([Vector2(0, uv_inv_v), Vector2(1, uv_inv_v), Vector2(1, 1), Vector2(0, 1)]) - var points := PoolVector2Array([Vector2(0, y_top), Vector2(OUTPUT_WIDTH, y_top), Vector2(OUTPUT_WIDTH, y_bot), Vector2(0, y_bot)]) - draw_primitive(points, QUAD_COLOR, uvs, tex) - self.waiting_for_viewport.append([rows_to_draw, key]) # Grab the result next draw + var target_samples_and_tex_and_tempo = self._get_cached_midi(key) + var target_samples: int = target_samples_and_tex_and_tempo[0] + var tex: ImageTexture = target_samples_and_tex_and_tempo[1] + var tempo_scale_thousandths: int = target_samples_and_tex_and_tempo[2] + self.material.set_shader_param('tempo_scale_thousandths', tempo_scale_thousandths) + if rows_to_draw <= OUTPUT_HEIGHT: # Full draw + var y_top: int = OUTPUT_HEIGHT - output_rows_drawn_including_this + var y_bot: int = y_top + rows_to_draw + var uv_inv_v: float = 1 - (rows_to_draw / OUTPUT_FRAMEBUFFER_SIZE.y) + var uvs := PoolVector2Array([Vector2(0, uv_inv_v), Vector2(1, uv_inv_v), Vector2(1, 1), Vector2(0, 1)]) + var points := PoolVector2Array([Vector2(0, y_top), Vector2(OUTPUT_WIDTH, y_top), Vector2(OUTPUT_WIDTH, y_bot), Vector2(0, y_bot)]) + draw_primitive(points, QUAD_COLOR, uvs, tex) + self.waiting_for_viewport.append([rows_to_draw, key]) # Grab the result next draw + else: + print('Could not fit %s into %dx%d output framebuffer, it needs %d rows'%[key, OUTPUT_WIDTH, OUTPUT_HEIGHT, rows_to_draw]) func _render_in_batch() -> void: - # self._update_viewport(4096, 4096) self.waiting_for_viewport = [] var rows_drawn := 0 while self.render_queue: @@ -73,75 +100,147 @@ func _render_in_batch() -> void: rows_drawn += rows_to_draw if rows_drawn > OUTPUT_HEIGHT: if self.waiting_for_viewport.empty(): - print('Could not fit %s into %dx%d output framebuffer, it needs %d rows'%[self.render_queue[0][2], OUTPUT_WIDTH, OUTPUT_HEIGHT, rows_to_draw]) + print('Could not fit %s into %dx%d output framebuffer, it needs %d rows'%[self.render_queue[0][0], OUTPUT_WIDTH, OUTPUT_HEIGHT, rows_to_draw]) self.render_queue.pop_front() break # Draw the next ImageTexture self._render_midi(self.render_queue.pop_front()[0], rows_drawn, rows_to_draw) -func _render_one_at_a_time() -> void: # Non power-of-two dimensioned textures should be restricted to GLES3 +func _render_dynamic_one_at_a_time() -> void: # Non power-of-two dimensioned textures should be restricted to GLES3 self.waiting_for_viewport = [] - var rows_drawn := 0 - if self.render_queue: - var target_samples: int = self.render_queue[0][1] - var rows_to_draw := int(ceil(target_samples/float(OUTPUT_WIDTH))) - self._update_viewport(4096, rows_to_draw) - rows_drawn += rows_to_draw - # Draw the next ImageTexture - self._render_midi(self.render_queue.pop_front()[0], rows_drawn, rows_to_draw) + var entry = self.render_queue.pop_front() + var key: String = entry[0] + var target_samples: int = entry[1] + var rows_to_draw := int(ceil(target_samples/float(OUTPUT_WIDTH))) + self._update_viewport(4096, rows_to_draw) + # Draw the next ImageTexture + self._render_midi(key, rows_to_draw, rows_to_draw) -func push_image(image: Image, target_samples: int, desc: String) -> void: +func _render_just_ahead_of_time() -> void: # Optimized for latency + var entry = self.render_queue[0] + var key: String = entry[0] + var remaining_samples: int = entry[1] + + var target_samples_and_tex_and_tempo = self._get_cached_midi(key) + var total_target_samples: int = target_samples_and_tex_and_tempo[0] + var tex: ImageTexture = target_samples_and_tex_and_tempo[1] + var tempo_scale_thousandths: int = target_samples_and_tex_and_tempo[2] + + var total_rows := int(ceil(total_target_samples/float(OUTPUT_WIDTH))) + var remaining_rows := int(ceil(remaining_samples/float(OUTPUT_WIDTH))) + var rows_to_draw := remaining_rows + # Draw the next ImageTexture + self.material.set_shader_param('tempo_scale_thousandths', tempo_scale_thousandths) + var y_top: int = 0 + if remaining_rows <= OUTPUT_HEIGHT: + y_top = OUTPUT_HEIGHT - rows_to_draw + self.render_queue.pop_front() + else: + rows_to_draw = OUTPUT_HEIGHT + self.render_queue[0] = [key, remaining_samples - (rows_to_draw*OUTPUT_WIDTH)] + # Draw the next ImageTexture + var starting_row := total_rows - remaining_rows # The start of the unrendered rows + var ending_row := starting_row + rows_to_draw # The end of this chunk of unrendered rows + var uv_top: float = 1 - (ending_row / OUTPUT_FRAMEBUFFER_SIZE.y) + var uv_bot: float = 1 - (starting_row / OUTPUT_FRAMEBUFFER_SIZE.y) + var uvs := PoolVector2Array([Vector2(0, uv_top), Vector2(1, uv_top), Vector2(1, uv_bot), Vector2(0, uv_bot)]) + var points := PoolVector2Array([Vector2(0, y_top), Vector2(OUTPUT_WIDTH, y_top), Vector2(OUTPUT_WIDTH, OUTPUT_HEIGHT), Vector2(0, OUTPUT_HEIGHT)]) + draw_primitive(points, QUAD_COLOR, uvs, tex) + self.waiting_for_viewport.append([rows_to_draw, key]) # Grab the result next draw + + +func push_image(image: Image, target_samples: int, key: String, enqueue: bool = true) -> void: var tex := ImageTexture.new() tex.create_from_image(image, 0) - self.cached_midis[desc] = [target_samples, tex] + self.cached_midis[key] = [target_samples, tex] self.material.set_shader_param('midi_events_size', tex.get_size()) # Should all be the same size for now, revisit if we need mixed sizes. - self.render_queue.append([desc, target_samples]) + if enqueue: + self.render_queue.append([key, target_samples]) -func push_bytes(data: PoolByteArray, target_samples: int, desc: String) -> void: +func push_bytes(data: PoolByteArray, target_samples: int, key: String, enqueue: bool = true) -> void: var rows = int(pow(2, ceil(log((len(data)/INPUT_BYTES_PER_TEXEL) / INPUT_TEX_WIDTH)/log(2)))) var target_length = rows * INPUT_BYTES_PER_TEXEL * INPUT_FORMAT while len(data) < target_length: # This is inefficient, but this function should be called with pre-padded data anyway data.append(0) var image := Image.new() image.create_from_data(INPUT_TEX_WIDTH, rows, false, INPUT_FORMAT, data) - self.push_image(image, target_samples, desc) + self.push_image(image, target_samples, key, enqueue) + +func queue_cached_bgm(key: String) -> void: + var new_target_samples_etc := self._get_cached_midi(key) + self.render_queue.append([key, new_target_samples_etc[0]]) func get_result() -> void: var result_texture := self.viewport.get_texture() var result_image := result_texture.get_data() var result_bytes := result_image.get_data() - - var retrieved_rows := 0 - for rows_and_desc in self.waiting_for_viewport: - var entry_rows: int = rows_and_desc[0] - var key: String = rows_and_desc[1] - var bytes_start := retrieved_rows * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL - var bytes_end := (retrieved_rows + entry_rows) * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL - var entry_bytes := result_bytes.subarray(bytes_start, bytes_end-1) - self.cached_renders[key] = [0, entry_bytes] - emit_signal('render_initial_ready', key) - emit_signal('render_complete', key) - retrieved_rows += entry_rows - # result_bytes.resize(result_byte_count) + match self.render_mode: + RENDER_MODE.BATCH: # Multiple complete songs in a fixed-size framebuffer + var retrieved_rows := 0 + for rows_and_key in self.waiting_for_viewport: + var entry_rows: int = rows_and_key[0] + var key: String = rows_and_key[1] + var bytes_start := retrieved_rows * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL + var bytes_end := (retrieved_rows + entry_rows) * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL + var entry_bytes := result_bytes.subarray(bytes_start, bytes_end-1) + self.cached_renders[key] = [0, entry_bytes] + emit_signal('render_initial_ready', key) + emit_signal('render_complete', key) + retrieved_rows += entry_rows + RENDER_MODE.DYNAMIC: # One complete song in a framebuffer sized to fit it + var rows_and_key = self.waiting_for_viewport[0] + var key: String = rows_and_key[1] + self.cached_renders[key] = [0, result_bytes] + emit_signal('render_initial_ready', key) + emit_signal('render_complete', key) + RENDER_MODE.JAOT: # One partial song in a small framebuffer + var rows_and_key = self.waiting_for_viewport[0] + var key: String = rows_and_key[1] + var samples_just_rendered: int = len(result_bytes) / OUTPUT_BYTES_PER_TEXEL + if not (key in self.cached_renders): + var samples_and_tex = _get_cached_midi(key) + var target_samples: int = samples_and_tex[0] + if samples_just_rendered >= target_samples: + result_bytes.resize(target_samples * OUTPUT_BYTES_PER_TEXEL) + self.cached_renders[key] = [0, result_bytes] + emit_signal('render_initial_ready', key) + emit_signal('render_complete', key) + else: + var remaining_samples: int = target_samples - samples_just_rendered + self.cached_renders[key] = [remaining_samples, result_bytes] + emit_signal('render_initial_ready', key) + else: + var old_remaining_samples_and_data = self.cached_renders[key] + var target_samples: int = old_remaining_samples_and_data[0] + var existing_data: PoolByteArray = old_remaining_samples_and_data[1] + if samples_just_rendered >= target_samples: + result_bytes.resize(target_samples * OUTPUT_BYTES_PER_TEXEL) + self.cached_renders[key] = [0, existing_data + result_bytes] + emit_signal('render_complete', key) + else: + self.cached_renders[key] = [target_samples - samples_just_rendered, existing_data + result_bytes] + RENDER_MODE.TEST_READBACK: + pass # This has bitrotted + # # Debugging: compare a sequence of all the possible 16bit integers + # print_debug('result_image format is %d and has size'%result_image.get_format(), result_image.get_size(), result_bytes.subarray(0, 11)) + # test_readback(result_bytes) self.waiting_for_viewport = [] - # # Debugging: compare a sequence of all the possible 16bit integers - # print_debug('result_image format is %d and has size'%result_image.get_format(), result_image.get_size(), result_bytes.subarray(0, 11)) - # test_readback(result_bytes) -func test_readback(result_bytes: PoolByteArray): - # Debugging: compare a sequence of all the possible 16bit integers - var buff := StreamPeerBuffer.new() - buff.set_data_array(result_bytes) - var tex_readback = 0 - var uv_readback = 0 - for i in 0x1000: - tex_readback = buff.get_u16() - uv_readback = buff.get_u16() - if tex_readback != i: - print('tex readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, tex_readback, tex_readback]) - if uv_readback != i: - print('uv readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, uv_readback, uv_readback]) +# This has bitrotted +# func test_readback(result_bytes: PoolByteArray): +# # Debugging: compare a sequence of all the possible 16bit integers +# var buff := StreamPeerBuffer.new() +# buff.set_data_array(result_bytes) +# var tex_readback = 0 +# var uv_readback = 0 +# for i in 0x1000: +# tex_readback = buff.get_u16() +# uv_readback = buff.get_u16() +# if tex_readback != i: +# print('tex readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, tex_readback, tex_readback]) +# if uv_readback != i: +# print('uv readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, uv_readback, uv_readback]) diff --git a/test/audio_system.gd b/test/audio_system.gd index eb7311b..a07835e 100644 --- a/test/audio_system.gd +++ b/test/audio_system.gd @@ -13,8 +13,7 @@ var inst_buttons = [] var sfx_buttons = [] var initialized_instrument_texture := false var queued_bgm_playback := '' - -# TODO: Add a tempo slider, a uniform in the shader for tempo scale, and use these to demo JAOT rendering +var current_bgm_playback := '' const NUM_CHANNELS := 8 var music_player = null @@ -94,9 +93,29 @@ func evaluate_bgm(id: int): tracks.append(MusicLoader.unroll_track(buffer.duplicate(), bgm_song_ptr, track_ptr, end_ptr, '%02d:%02d'%[id, i])) bgm_tracksets[id] = tracks +func _play_bgm_jaot(key: String) -> void: + var target_time := 0.0 + var bgm_key_and_tempo_thou := key.split('-') + var bgm_key := bgm_key_and_tempo_thou[0] + var tempo_thou := int(bgm_key_and_tempo_thou[1]) + if audio_player.playing and self.current_bgm_playback.begins_with(bgm_key): + var old_tempo_thou := int(self.current_bgm_playback.split('-')[1]) + var old_playback_pos: float = audio_player.get_playback_position() + target_time = old_playback_pos * old_tempo_thou / tempo_thou + print('Old temposcale %d, New temposcale %d, Old pos %.2f, New pos %.2f' % [old_tempo_thou, tempo_thou, old_playback_pos, target_time]) + else: + print('audioplayer was not playing same bgm') + self.audio_player.stream = self.prerendered_bgms[key] + self.audio_player.play(target_time) + self.prerendered_bgms.erase(self.current_bgm_playback) # purge previous stream from cache + self.current_bgm_playback = key + self.queued_bgm_playback = '' + + func play_bgm(id: int, live: bool) -> void: self._stop_all() if live: + print('@%dms - Playing BGM%02d' % [get_ms(), id]) var inst_indices = RomLoader.snes_data.bgm_instrument_indices[id] for i in 16: var inst_idx: int = inst_indices[i]-1 @@ -112,13 +131,16 @@ func play_bgm(id: int, live: bool) -> void: else: # Play prerendered var bgm_key = 'BGM%02d'%id - if bgm_key in self.prerendered_bgms: - self.audio_player.stream = self.prerendered_bgms[bgm_key] - self.audio_player.play() - else: + var tempo_thou = $slider_tempo.value * 10 + var new_key = '%s-%04d' % [bgm_key, tempo_thou] + print('@%dms - Playing %s' % [get_ms(), new_key]) + if not (bgm_key in self.prerendered_bgms): self.queue_prerender_bgm(id) - self.queued_bgm_playback = bgm_key - print('Playing BGM%02d' % id) + if new_key in self.prerendered_bgms: + self._play_bgm_jaot(new_key) + else: + audio_renderer.queue_cached_bgm(new_key) + self.queued_bgm_playback = new_key func _play_bgm_live() -> void: self.play_bgm($sb_bgm.value, true) @@ -155,6 +177,20 @@ func _update_bgm_label(id = 0) -> void: $lbl_bgm_title.text = '' +func _update_tempo(tempo := 100) -> void: + $lbl_tempo.text = 'Tempo scale: %d' % tempo + var tempo_thou = tempo * 10 + if audio_player.is_playing(): + var bgm_key = 'BGM%02d-%04d' % [$sb_bgm.value, tempo_thou] + # TODO: render a tempo-scaled version + audio_renderer.queue_cached_bgm(bgm_key) + self.queued_bgm_playback = bgm_key + +func _reset_tempo() -> void: + self._update_tempo() + $slider_tempo.value = 100 + + func _exit() -> void: self.emit_signal('exit') @@ -162,6 +198,8 @@ func _ready() -> void: self._create_sfx_buttons() self._create_bgm_playback() $btn_stop.connect('pressed', self, '_stop_all') + $slider_tempo.connect('value_changed', self, '_update_tempo') + $btn_reset_tempo.connect('pressed', self, '_reset_tempo') $btn_exit.connect('pressed', self, '_exit') audio_renderer.connect('render_initial_ready', self, '_on_render_initial_ready') audio_renderer.connect('render_complete', self, '_on_render_complete') @@ -206,7 +244,7 @@ func queue_prerender_bgm(bgm_id: int) -> void: var target_time = data_and_target_time_and_loops[1] var target_samples = target_time * 32000 var bgm_key := 'BGM%02d'%bgm_id - audio_renderer.push_bytes(data, target_samples, bgm_key) + audio_renderer.push_bytes(data, target_samples, bgm_key, false) self.prerendered_bgm_start_and_end_loops[bgm_key] = data_and_target_time_and_loops[2] @@ -226,9 +264,11 @@ var print_batch_results := '' func _get_prerendered_audio(): self.print_batch_results = '' audio_renderer.get_result() - print('@%dms - Rendered %s without saving' % [get_ms(), self.print_batch_results.right(2)]) + if self.print_batch_results: + print('@%dms - Rendered %s without saving' % [get_ms(), self.print_batch_results.right(2)]) func _on_render_initial_ready(key: String): + print('@%dms - _on_render_initial_ready("%s")' % [get_ms(), key]) # Used for JAOT playback var remaining_samples_and_data = audio_renderer.cached_renders[key] @@ -237,33 +277,43 @@ func _on_render_initial_ready(key: String): rendered_audio.stereo = true rendered_audio.mix_rate = 32000 rendered_audio.format = AudioStreamSample.FORMAT_16_BITS - if prerendered_bgm_start_and_end_loops[key][0] >= 0: - rendered_audio.loop_begin = int(round(prerendered_bgm_start_and_end_loops[key][0])) - rendered_audio.loop_end = int(round(prerendered_bgm_start_and_end_loops[key][1])) - rendered_audio.loop_mode = AudioStreamSample.LOOP_FORWARD + var tempo_thou := 1000 + if '-' in key: + var bgm_key_and_tempo := key.split('-') + tempo_thou = int(bgm_key_and_tempo[1]) + var bgm_key = bgm_key_and_tempo[0] + if prerendered_bgm_start_and_end_loops[bgm_key][0] >= 0: + rendered_audio.loop_begin = int(round(prerendered_bgm_start_and_end_loops[bgm_key][0] * 1000 / tempo_thou)) + rendered_audio.loop_end = int(round(prerendered_bgm_start_and_end_loops[bgm_key][1] * 1000 / tempo_thou)) + rendered_audio.loop_mode = AudioStreamSample.LOOP_FORWARD + else: + if prerendered_bgm_start_and_end_loops[key][0] >= 0: + rendered_audio.loop_begin = int(round(prerendered_bgm_start_and_end_loops[key][0])) + rendered_audio.loop_end = int(round(prerendered_bgm_start_and_end_loops[key][1])) + rendered_audio.loop_mode = AudioStreamSample.LOOP_FORWARD self.prerendered_bgms[key] = rendered_audio if self.queued_bgm_playback == key: - print('@%dms - Rendered initial chunk of %s for immediate playback' % [get_ms(), key]) - self.audio_player.stream = rendered_audio - self.audio_player.play() - self.queued_bgm_playback = '' + print('@%dms - Rendered initial chunk of %s for immediate playback (%d samples at 32kHz = %.2fs)' % [get_ms(), key, len(remaining_samples_and_data[1])/4, rendered_audio.get_length()]) + self._play_bgm_jaot(key) func _on_render_complete(key: String): + print('@%dms - _on_render_complete("%s")' % [get_ms(), key]) # Used for JAOT playback var remaining_samples_and_data = audio_renderer.cached_renders[key] audio_renderer.cached_renders.erase(key) + var data: PoolByteArray = remaining_samples_and_data[1] if remaining_samples_and_data[0] != 0: # Should be 0 print_debug('render_completed signal for incomplete render! %s has %d remaining samples, should be 0'%[key, remaining_samples_and_data[0]]) # Assume _on_render_initial_ready was already called and AudioStreamSample has already been created - self.prerendered_bgms[key].data = remaining_samples_and_data[1] + self.prerendered_bgms[key].data = data if save_prerendered_audio: var error = self.prerendered_bgms[key].save_to_wav('output/rendered_%s.wav'%key) print('@%dms - Saved render of %s (error code %s)' % [get_ms(), key, globals.ERROR_CODE_STRINGS[error]]) else: # print('@%dms - Rendered %s without saving' % [get_ms(), key]) - self.print_batch_results = '%s, %s'%[self.print_batch_results, key] + self.print_batch_results = '%s, %s (%.2fs %.2fMiB)'%[self.print_batch_results, key, self.prerendered_bgms[key].get_length(), len(data)/0x100000] func get_shader_test_pattern() -> PoolByteArray: diff --git a/test/audio_system.tscn b/test/audio_system.tscn index 77476a2..1388965 100644 --- a/test/audio_system.tscn +++ b/test/audio_system.tscn @@ -6,12 +6,13 @@ [sub_resource type="ShaderMaterial" id=2] shader = ExtResource( 4 ) +shader_param/instrument_samples_size = Vector2( 2048, 128 ) shader_param/INT_OUTPUT_WIDTH = 4096 shader_param/OUTPUT_FRAMEBUFFER_SIZE = Vector2( 4096, 4096 ) -shader_param/instrument_samples_size = Vector2( 2048, 128 ) shader_param/reference_note = 71.0 shader_param/output_mixrate = 32000.0 shader_param/midi_events_size = Vector2( 2048, 16 ) +shader_param/tempo_scale_thousandths = 1000 [node name="audio_system" type="Node2D"] script = ExtResource( 1 ) @@ -50,28 +51,29 @@ max_value = 69.0 align = 2 [node name="btn_bgm_live" type="Button" parent="."] -margin_top = 216.0 -margin_right = 86.0 -margin_bottom = 240.0 -text = "Play BGM live" +margin_left = 190.0 +margin_top = 150.0 +margin_right = 384.0 +margin_bottom = 174.0 +text = "Play BGM (live sample playback)" [node name="btn_bgm_prerendered" type="Button" parent="."] margin_top = 164.0 margin_right = 140.0 margin_bottom = 188.0 -text = "Play BGM prerendered" +text = "Play BGM (JAOT rendered)" [node name="btn_render" type="Button" parent="."] -margin_top = 190.0 +margin_top = 218.0 margin_right = 96.0 -margin_bottom = 214.0 +margin_bottom = 240.0 text = "Render All BGM" [node name="btn_stop" type="Button" parent="."] margin_left = 278.0 -margin_top = 164.0 +margin_top = 176.0 margin_right = 384.0 -margin_bottom = 188.0 +margin_bottom = 200.0 text = "Stop All Playback" [node name="lbl_bgm_title" type="Label" parent="."] @@ -95,3 +97,28 @@ margin_top = 218.0 margin_right = 384.0 margin_bottom = 240.0 text = "Return to Debug Menu" + +[node name="lbl_tempo" type="Label" parent="."] +margin_left = 120.0 +margin_top = 192.0 +margin_right = 218.0 +margin_bottom = 206.0 +text = "Tempo scale: 100" + +[node name="btn_reset_tempo" type="Button" parent="."] +margin_left = 120.0 +margin_top = 218.0 +margin_right = 204.0 +margin_bottom = 240.0 +text = "Reset Tempo" + +[node name="slider_tempo" type="HSlider" parent="."] +margin_left = 4.0 +margin_top = 205.0 +margin_right = 380.0 +margin_bottom = 215.0 +min_value = 10.0 +max_value = 300.0 +step = 2.0 +value = 100.0 +rounded = true