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Use decibel scaling for volume control #6490

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23 changes: 11 additions & 12 deletions osu.Framework/Audio/AudioManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -90,23 +90,20 @@ public class AudioManager : AudioCollectionManager<AudioComponent>
/// </summary>
public readonly Bindable<string> AudioDevice = new Bindable<string>();

/// <summary>
/// Volume of all audio game-wide.
/// </summary>
public new readonly VolumeScaler Volume;

/// <summary>
/// Volume of all samples played game-wide.
/// </summary>
public readonly BindableDouble VolumeSample = new BindableDouble(1)
{
MinValue = 0,
MaxValue = 1
};
public readonly VolumeScaler VolumeSample = new VolumeScaler();

/// <summary>
/// Volume of all tracks played game-wide.
/// </summary>
public readonly BindableDouble VolumeTrack = new BindableDouble(1)
{
MinValue = 0,
MaxValue = 1
};
public readonly VolumeScaler VolumeTrack = new VolumeScaler();

/// <summary>
/// Whether a global mixer is being used for audio routing.
Expand Down Expand Up @@ -179,19 +176,21 @@ public AudioManager(AudioThread audioThread, ResourceStore<byte[]> trackStore, R
AddItem(TrackMixer = createAudioMixer(null, nameof(TrackMixer)));
AddItem(SampleMixer = createAudioMixer(null, nameof(SampleMixer)));

Volume = new VolumeScaler(base.Volume);

globalTrackStore = new Lazy<TrackStore>(() =>
{
var store = new TrackStore(trackStore, TrackMixer);
AddItem(store);
store.AddAdjustment(AdjustableProperty.Volume, VolumeTrack);
store.AddAdjustment(AdjustableProperty.Volume, VolumeTrack.Real);
return store;
});

globalSampleStore = new Lazy<SampleStore>(() =>
{
var store = new SampleStore(sampleStore, SampleMixer);
AddItem(store);
store.AddAdjustment(AdjustableProperty.Volume, VolumeSample);
store.AddAdjustment(AdjustableProperty.Volume, VolumeSample.Real);
return store;
});

Expand Down
47 changes: 47 additions & 0 deletions osu.Framework/Audio/VolumeScaler.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,47 @@
// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System;
using osu.Framework.Bindables;

namespace osu.Framework.Audio
{
public class VolumeScaler
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This needs to be renamed to BindableVolume or similar. VolumeScaler reads really bad as a class name.

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Also please xmldoc this whole class. Every public property and the class itself.

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Also probably seal it. I don't think a framework consumer should be attempting to make a custom implementation of this ever.

{
public const double MIN = -60;
public const double STEP = 0.5;

private const double ln_ten = 2.302585092994045684017991454684364208;
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private const double k = ln_ten / 20;

public readonly BindableNumber<double> Real;
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Maybe call these Linear and Logarithmic?

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this "real" one looks like it should not be externally mutable. should either be IBindableNumber<double>, or if you're gonna keep it mutable, it should be synced both ways (changing "real" should also change "scaled")

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this "real" one looks like it should not be externally mutable

I was hoping it would remain mutable so that we aren't deciding on a developers' behalf which they choose to use. Both may have valid use cases, depending on how you're audio engineeringing.

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sure, as long as it's not possible to break the instances of this into complete nonsense by setting both to random values and putting it in a completely invalid state

public readonly BindableNumber<double> Scaled = new BindableNumber<double>(1)
{
MinValue = MIN,
MaxValue = 0,
Precision = STEP,
};

private double scaledToReal(double x) => x <= MIN ? 0 : Math.Exp(k * x);

private double realToScaled(double x) => x <= 0 ? MIN : Math.Log(x) / k;

public VolumeScaler(BindableNumber<double>? real = null)
{
Real = real ?? new BindableNumber<double>(1) { MinValue = 0, MaxValue = 1 };
Scaled.BindValueChanged(x => Real.Value = scaledToReal(x.NewValue));
}

public double Value
{
get => Real.Value;
set => Scaled.Value = realToScaled(value);
}

public void Scale()
{
Scaled.Value = realToScaled(Real.Value);
Scaled.Default = realToScaled(Real.Default);
}
}
}
6 changes: 3 additions & 3 deletions osu.Framework/Configuration/FrameworkConfigManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -32,9 +32,9 @@ protected override void InitialiseDefaults()
SetDefault(FrameworkSetting.WindowedPositionY, 0.5, -0.5, 1.5);
SetDefault(FrameworkSetting.LastDisplayDevice, DisplayIndex.Default);
SetDefault(FrameworkSetting.AudioDevice, string.Empty);
SetDefault(FrameworkSetting.VolumeUniversal, 1.0, 0.0, 1.0, 0.01);
SetDefault(FrameworkSetting.VolumeMusic, 1.0, 0.0, 1.0, 0.01);
SetDefault(FrameworkSetting.VolumeEffect, 1.0, 0.0, 1.0, 0.01);
SetDefault(FrameworkSetting.VolumeUniversal, 1.0, 0.0, 1.0);
SetDefault(FrameworkSetting.VolumeMusic, 1.0, 0.0, 1.0);
SetDefault(FrameworkSetting.VolumeEffect, 1.0, 0.0, 1.0);
SetDefault(FrameworkSetting.HardwareVideoDecoder, HardwareVideoDecoder.Any);
SetDefault(FrameworkSetting.SizeFullscreen, new Size(9999, 9999), new Size(320, 240));
SetDefault(FrameworkSetting.MinimiseOnFocusLossInFullscreen, RuntimeInfo.IsDesktop);
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10 changes: 7 additions & 3 deletions osu.Framework/Game.cs
Original file line number Diff line number Diff line change
Expand Up @@ -173,9 +173,13 @@ private void load(FrameworkConfigManager config)

// attach our bindables to the audio subsystem.
config.BindWith(FrameworkSetting.AudioDevice, Audio.AudioDevice);
config.BindWith(FrameworkSetting.VolumeUniversal, Audio.Volume);
config.BindWith(FrameworkSetting.VolumeEffect, Audio.VolumeSample);
config.BindWith(FrameworkSetting.VolumeMusic, Audio.VolumeTrack);
config.BindWith(FrameworkSetting.VolumeUniversal, Audio.Volume.Real);
config.BindWith(FrameworkSetting.VolumeEffect, Audio.VolumeSample.Real);
config.BindWith(FrameworkSetting.VolumeMusic, Audio.VolumeTrack.Real);

Audio.Volume.Scale();
Audio.VolumeSample.Scale();
Audio.VolumeTrack.Scale();
Comment on lines +180 to +182
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This shouldn't be required. It will happen on BindWith.


Shaders = new ShaderManager(Host.Renderer, new NamespacedResourceStore<byte[]>(Resources, @"Shaders"));
dependencies.Cache(Shaders);
Expand Down