JAOT Audio rendering

This commit is contained in:
Luke Hubmayer-Werner 2024-07-16 03:43:14 +09:30
parent 57d88e876a
commit 0b2a120b1d
4 changed files with 287 additions and 100 deletions

View File

@ -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;

View File

@ -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])

View File

@ -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:

View File

@ -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