audio: master-clock playback timing, output clock compensation, buffer config, interpolated speed

- playback timer uses the audio output device as its master clock: the
  PortAudio callback counts consumed frames (including underrun
  zero-fill) so video cannot drift away from what is heard; wall clock
  remains as fallback when no clocked output is running
- output clock compensates for device output latency; new Preferences >
  Audio buffer size setting (0 = auto)
- SampleBuffer::speed() now uses linear interpolation instead of
  nearest-neighbor sampling
- regression tests: audio-clock driven timer (fwd/rev/speed), wall
  clock fallback, interpolation correctness
This commit is contained in:
2026-07-19 21:44:34 +08:00
parent 0c02ff0d77
commit a7ddc0f114
16 changed files with 266 additions and 8 deletions
+11 -2
View File
@@ -149,6 +149,8 @@ void SampleBuffer::speed(double speed)
return;
}
const size_t input_sample_count = sample_count_per_channel_;
sample_count_per_channel_ =
std::llround(static_cast<double>(sample_count_per_channel_) / speed);
@@ -160,10 +162,17 @@ void SampleBuffer::speed(double speed)
}
for (size_t i = 0; i < sample_count_per_channel_; i++) {
size_t input_index = std::floor(static_cast<double>(i) * speed);
// Linear interpolation between the two nearest input samples,
// rather than nearest-neighbor sampling which aliases audibly
const double input_position = static_cast<double>(i) * speed;
const size_t input_index = static_cast<size_t>(input_position);
const double fraction = input_position - input_index;
const size_t next_index =
std::min(input_index + 1, input_sample_count - 1);
for (int j = 0; j < audio_params_.channel_count(); j++) {
output_data[j][i] = data_[j][input_index];
output_data[j][i] = data_[j][input_index] * (1.0 - fraction) +
data_[j][next_index] * fraction;
}
}