Implement different interpolation methods #4

Description

@Azimer

I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
tagoreillycom20070314oreillyimages176469
That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
Fraunhofer even made an article talking about it, here
https://www2.iis.fraunhofer.de/AAC/ie9.html
I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
unknown
This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

#if defined _OPENMP
int i;
if (!p->runtime_spec.num_threads && p->num_channels > 1)
#pragma omp parallel for
for (i = 0; i < (int)p->num_channels; ++i) {
size_t done1;
done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
if (!i)
done = done1;
} else
#endif

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      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      
      Skip to content

      Implement different interpolation methods #4

      Description

      @Azimer

      I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

      How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
      Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
      By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
      tagoreillycom20070314oreillyimages176469
      That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
      Fraunhofer even made an article talking about it, here
      https://www2.iis.fraunhofer.de/AAC/ie9.html
      I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
      I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
      unknown
      This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
      But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
      It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

      #if defined _OPENMP
      int i;
      if (!p->runtime_spec.num_threads && p->num_channels > 1)
      #pragma omp parallel for
      for (i = 0; i < (int)p->num_channels; ++i) {
      size_t done1;
      done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
      if (!i)
      done = done1;
      } else
      #endif
      

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          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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          Implement different interpolation methods #4

          Description

          @Azimer

          I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

          How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
          Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
          By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
          tagoreillycom20070314oreillyimages176469
          That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
          Fraunhofer even made an article talking about it, here
          https://www2.iis.fraunhofer.de/AAC/ie9.html
          I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
          I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
          unknown
          This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
          But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
          It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

          #if defined _OPENMP
          int i;
          if (!p->runtime_spec.num_threads && p->num_channels > 1)
          #pragma omp parallel for
          for (i = 0; i < (int)p->num_channels; ++i) {
          size_t done1;
          done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
          if (!i)
          done = done1;
          } else
          #endif
          

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              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              Implement different interpolation methods #4

              Description

              @Azimer

              I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

              How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
              Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
              By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
              tagoreillycom20070314oreillyimages176469
              That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
              Fraunhofer even made an article talking about it, here
              https://www2.iis.fraunhofer.de/AAC/ie9.html
              I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
              I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
              unknown
              This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
              But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
              It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

              #if defined _OPENMP
              int i;
              if (!p->runtime_spec.num_threads && p->num_channels > 1)
              #pragma omp parallel for
              for (i = 0; i < (int)p->num_channels; ++i) {
              size_t done1;
              done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
              if (!i)
              done = done1;
              } else
              #endif
              

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                  , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
                  Skip to content

                  Implement different interpolation methods #4

                  Description

                  @Azimer

                  I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

                  How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
                  Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
                  By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
                  tagoreillycom20070314oreillyimages176469
                  That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
                  Fraunhofer even made an article talking about it, here
                  https://www2.iis.fraunhofer.de/AAC/ie9.html
                  I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
                  I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
                  unknown
                  This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
                  But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
                  It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

                  #if defined _OPENMP
                  int i;
                  if (!p->runtime_spec.num_threads && p->num_channels > 1)
                  #pragma omp parallel for
                  for (i = 0; i < (int)p->num_channels; ++i) {
                  size_t done1;
                  done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
                  if (!i)
                  done = done1;
                  } else
                  #endif
                  

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                      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                      Skip to content

                      Implement different interpolation methods #4

                      Description

                      @Azimer

                      I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

                      How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
                      Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
                      By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
                      tagoreillycom20070314oreillyimages176469
                      That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
                      Fraunhofer even made an article talking about it, here
                      https://www2.iis.fraunhofer.de/AAC/ie9.html
                      I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
                      I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
                      unknown
                      This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
                      But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
                      It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

                      #if defined _OPENMP
                      int i;
                      if (!p->runtime_spec.num_threads && p->num_channels > 1)
                      #pragma omp parallel for
                      for (i = 0; i < (int)p->num_channels; ++i) {
                      size_t done1;
                      done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
                      if (!i)
                      done = done1;
                      } else
                      #endif
                      

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                          Skip to content

                          Implement different interpolation methods #4

                          Description

                          @Azimer

                          I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

                          How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
                          Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
                          By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
                          tagoreillycom20070314oreillyimages176469
                          That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
                          Fraunhofer even made an article talking about it, here
                          https://www2.iis.fraunhofer.de/AAC/ie9.html
                          I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
                          I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
                          unknown
                          This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
                          But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
                          It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

                          #if defined _OPENMP
                          int i;
                          if (!p->runtime_spec.num_threads && p->num_channels > 1)
                          #pragma omp parallel for
                          for (i = 0; i < (int)p->num_channels; ++i) {
                          size_t done1;
                          done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
                          if (!i)
                          done = done1;
                          } else
                          #endif
                          

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                              Implement different interpolation methods #4

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                              @Azimer

                              I carry over from Discord discussion from kimbjo, retroben and DKO. Pasted here for further discussion and further consideration. I have some very basic resampling code in for wasapi but it could certainly use a quality bump. If such a thing was implemented it would be optional.

                              How much work would require to implement different interpolation methods to improve the audio quality? I think Catmull-Rom is one of the best.
                              Directsound enforces linear interpolation to match the speaker frequency, which sounds crappy and muffled. XAudio2 and WASAPI don't seem to use linear interpolation, they sound better.
                              By default, Directsound in Windows XP used 'high-end multipoint interpolation', but after Windows Vista when they dropped Hardware accelerated audio, they use linear interpolation, which was the lowest option in this slider
                              tagoreillycom20070314oreillyimages176469
                              That's basically the audio equivalent of setting jpeg compression to the lowest quality and leaving on that setting that does the opposite of saving space/what its supposed to do all while leaving discolored artifacts and costing more space.
                              Fraunhofer even made an article talking about it, here
                              https://www2.iis.fraunhofer.de/AAC/ie9.html
                              I'm really dissapointed that Microsoft dropped hardware acceleration support for audio, which allowed for really low latencies and real-time audio processing, 3D effects, reverberation, etc.
                              I was looking at PCSX2's code and VBA-M's audio backend code, they both seem be doing interpolation on software level
                              unknown
                              This seems to be a good reference for audio interpolation (paper and code available): http://yehar.com/blog/?p=197
                              But if you don't want to write resampling code yourself, it seems this is the go-to option: https://sourceforge.net/projects/soxr/
                              It has SIMD optimizations and OpenMP support (so each channel can be ressampled in parallel.)

                              #if defined _OPENMP
                              int i;
                              if (!p->runtime_spec.num_threads && p->num_channels > 1)
                              #pragma omp parallel for
                              for (i = 0; i < (int)p->num_channels; ++i) {
                              size_t done1;
                              done1 = soxr_output_1ch(p, (unsigned)i, ((soxr_bufs_t)out)[i], len, separated);
                              if (!i)
                              done = done1;
                              } else
                              #endif
                              

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