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Merge pull request #9842 from ZappoMan/tellCodecAboutSilence
improved noise gate
This commit is contained in:
commit
45efb235e3
4 changed files with 42 additions and 9 deletions
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@ -1052,7 +1052,12 @@ void AudioClient::handleAudioInput() {
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auto packetType = _shouldEchoToServer ?
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PacketType::MicrophoneAudioWithEcho : PacketType::MicrophoneAudioNoEcho;
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if (_lastInputLoudness == 0) {
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// if the _inputGate closed in this last frame, then we don't actually want
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// to send a silent packet, instead, we want to go ahead and encode and send
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// the output from the input gate (eventually, this could be crossfaded)
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// and allow the codec to properly encode down to silent/zero. If we still
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// have _lastInputLoudness of 0 in our NEXT frame, we will send a silent packet
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if (_lastInputLoudness == 0 && !_inputGate.closedInLastFrame()) {
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packetType = PacketType::SilentAudioFrame;
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}
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Transform audioTransform;
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@ -58,7 +58,6 @@ void AudioNoiseGate::removeDCOffset(int16_t* samples, int numSamples) {
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}
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}
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void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
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//
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// Impose Noise Gate
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@ -77,8 +76,7 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
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// NOISE_GATE_FRAMES_TO_AVERAGE: How many audio frames should we average together to compute noise floor.
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// More means better rejection but also can reject continuous things like singing.
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// NUMBER_OF_NOISE_SAMPLE_FRAMES: How often should we re-evaluate the noise floor?
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float loudness = 0;
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int thisSample = 0;
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int samplesOverNoiseGate = 0;
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@ -142,11 +140,13 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
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_sampleCounter = 0;
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}
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if (samplesOverNoiseGate > NOISE_GATE_WIDTH) {
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_isOpen = true;
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_framesToClose = NOISE_GATE_CLOSE_FRAME_DELAY;
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} else {
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if (--_framesToClose == 0) {
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_closedInLastFrame = !_isOpen;
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_isOpen = false;
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}
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}
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@ -24,6 +24,7 @@ public:
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void removeDCOffset(int16_t* samples, int numSamples);
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bool clippedInLastFrame() const { return _didClipInLastFrame; }
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bool closedInLastFrame() const { return _closedInLastFrame; }
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float getMeasuredFloor() const { return _measuredFloor; }
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float getLastLoudness() const { return _lastLoudness; }
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@ -40,6 +41,7 @@ private:
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float _sampleFrames[NUMBER_OF_NOISE_SAMPLE_FRAMES];
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int _sampleCounter;
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bool _isOpen;
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bool _closedInLastFrame { false };
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int _framesToClose;
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};
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@ -136,9 +136,10 @@ int InboundAudioStream::parseData(ReceivedMessage& message) {
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break;
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}
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case SequenceNumberStats::Early: {
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// Packet is early; write droppable silent samples for each of the skipped packets.
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// NOTE: we assume that each dropped packet contains the same number of samples
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// as the packet we just received.
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// Packet is early. Treat the packets as if all the packets between the last
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// OnTime packet and this packet were lost. If we're using a codec this will
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// also result in allowing the codec to interpolate lost data. Then
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// fall through to the "on time" logic to actually handle this packet
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int packetsDropped = arrivalInfo._seqDiffFromExpected;
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lostAudioData(packetsDropped);
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@ -147,7 +148,8 @@ int InboundAudioStream::parseData(ReceivedMessage& message) {
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case SequenceNumberStats::OnTime: {
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// Packet is on time; parse its data to the ringbuffer
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if (message.getType() == PacketType::SilentAudioFrame) {
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// FIXME - Some codecs need to know about these silent frames... and can produce better output
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// If we recieved a SilentAudioFrame from our sender, we might want to drop
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// some of the samples in order to catch up to our desired jitter buffer size.
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writeDroppableSilentFrames(networkFrames);
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} else {
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// note: PCM and no codec are identical
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@ -158,7 +160,12 @@ int InboundAudioStream::parseData(ReceivedMessage& message) {
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parseAudioData(message.getType(), afterProperties);
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} else {
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qDebug(audio) << "Codec mismatch: expected" << _selectedCodecName << "got" << codecInPacket << "writing silence";
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writeDroppableSilentFrames(networkFrames);
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// Since the data in the stream is using a codec that we aren't prepared for,
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// we need to let the codec know that we don't have data for it, this will
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// allow the codec to interpolate missing data and produce a fade to silence.
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lostAudioData(1);
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// inform others of the mismatch
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auto sendingNode = DependencyManager::get<NodeList>()->nodeWithUUID(message.getSourceID());
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emit mismatchedAudioCodec(sendingNode, _selectedCodecName, codecInPacket);
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@ -240,6 +247,25 @@ int InboundAudioStream::parseAudioData(PacketType type, const QByteArray& packet
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int InboundAudioStream::writeDroppableSilentFrames(int silentFrames) {
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// We can't guarentee that all clients have faded the stream down
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// to silence and encoded that silence before sending us a
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// SilentAudioFrame. If the encoder has truncated the stream it will
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// leave the decoder holding some unknown loud state. To handle this
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// case we will call the decoder's lostFrame() method, which indicates
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// that it should interpolate from its last known state down toward
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// silence.
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if (_decoder) {
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// FIXME - We could potentially use the output from the codec, in which
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// case we might get a cleaner fade toward silence. NOTE: The below logic
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// attempts to catch up in the event that the jitter buffers have grown.
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// The better long term fix is to use the output from the decode, detect
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// when it actually reaches silence, and then delete the silent portions
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// of the jitter buffers. Or petentially do a cross fade from the decode
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// output to silence.
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QByteArray decodedBuffer;
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_decoder->lostFrame(decodedBuffer);
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}
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// calculate how many silent frames we should drop.
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int silentSamples = silentFrames * _numChannels;
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int samplesPerFrame = _ringBuffer.getNumFrameSamples();
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