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Audio: Change how volume works
Across the entire audio system, audio now works in 0-1 terms instead of 0-100 as before. Therefore, volume is now a double instead of an int. The master volume of the AudioServer changes smoothly through a FadingProperty, preventing clicks. Finally, volume computations are done with logarithmic scaling, which is more natural for the human ear. Note that this could be 4-5 different commits, but as they change each other's code all the time, it makes no sense to split them up.
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2909c3a931
commit
152ec28da0
14 changed files with 190 additions and 45 deletions
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@ -95,8 +95,8 @@ void Track::fill_sample(Sample& sample)
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default:
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VERIFY_NOT_REACHED();
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}
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new_sample.left += note_sample.left * m_power[note] * volume_factor * (static_cast<double>(volume()) / volume_max);
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new_sample.right += note_sample.right * m_power[note] * volume_factor * (static_cast<double>(volume()) / volume_max);
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new_sample.left += note_sample.left * m_power[note] * NumericLimits<i16>::max() * volume_factor * (static_cast<double>(volume()) / volume_max);
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new_sample.right += note_sample.right * m_power[note] * NumericLimits<i16>::max() * volume_factor * (static_cast<double>(volume()) / volume_max);
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}
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auto new_sample_dsp = LibDSP::Signal(LibDSP::Sample { new_sample.left / NumericLimits<i16>::max(), new_sample.right / NumericLimits<i16>::max() });
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@ -105,6 +105,9 @@ void Track::fill_sample(Sample& sample)
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new_sample.left = delayed_sample.left * NumericLimits<i16>::max();
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new_sample.right = delayed_sample.right * NumericLimits<i16>::max();
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new_sample.left = clamp(new_sample.left, NumericLimits<i16>::min(), NumericLimits<i16>::max());
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new_sample.right = clamp(new_sample.right, NumericLimits<i16>::min(), NumericLimits<i16>::max());
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sample.left += new_sample.left;
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sample.right += new_sample.right;
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}
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