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Improve performance for wav read sample#117

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hoxily wants to merge 2 commits intomofr:masterfrom
hoxily:ImprovePerformanceForWavReadSample
Open

Improve performance for wav read sample#117
hoxily wants to merge 2 commits intomofr:masterfrom
hoxily:ImprovePerformanceForWavReadSample

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@hoxily
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@hoxily hoxily commented Aug 4, 2021

When smaplesToRead reaches 35000 or above, reading a float a time will consumes about 3 seconds, which stalls the whole game.
Should use bunch read to speed up.

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@mofr mofr left a comment

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Thanks for your pull request! I've left some comments which I would like to be fixed before merging.


private static void ReadSample(BinaryReader reader, float[] sampleBuffer, int startIndex, int sampleCount)
{
byte[] buffer = new byte[sampleCount * 2];
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Could we reuse the buffer array somehow to avoid frequent allocations and excessive garbage collector work?

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How about create a reuseable fixed length byte[] buffer when new Wav(), and transfer this buffer to ReadSample method. Works like a Stream's internal buffer.

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Sounds good

{
byte byte1 = buffer[i];
byte byte2 = buffer[i + 1];
short s = (short)((byte2 << 8) | byte1);
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Let's reuse BytesToFloat here to avoid the transformation logic duplication, please.

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Maybe we shall test the performances of the following two solutions:

  1. reuse BytesToFloat method;
  2. directly insert body of BytesToFloat;

After performance test, choose the fastest one.

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Do you expect significant function call overhead? In this case, I like your idea to test both of them. If the inlined version works faster I think it's a reasonable cost to duplicate the code.

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2 participants