perf(dsp): cache the resample kernel when outputs land on input samples

2:1 decimation (44.1k -> 22.05k, used to render the warped MIDI for the
alignment page) recomputed 65 windowed-sinc taps per output sample: ~17 s
for a 4.7 min stereo render. Outputs at integer input positions now reuse
one tap table; arithmetic is identical, so results are bit-identical.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Lucas Winther
2026-10-30 14:38:36 +01:00
co-authored by Claude Opus 5.5
parent 99a1076547
commit e5773e0c33
2 changed files with 60 additions and 6 deletions
+21 -6
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@@ -10,16 +10,31 @@ export function resample(x: Float32Array, from: number, to: number): Float32Arra
const out = new Float32Array(outLen);
const cutoff = Math.min(1, ratio); // in units of input Nyquist
const half = 16 / cutoff; // kernel half-width in input samples (16 zero-crossings)
const tap = (d: number) => {
const w = 0.42 + 0.5 * Math.cos((Math.PI * d) / half) + 0.08 * Math.cos((2 * Math.PI * d) / half);
return cutoff * sinc(cutoff * d) * w;
};
// When an output lands exactly on an input sample (e.g. 2:1 decimation) the kernel depends only on the integer
// offset d = i - t, so the taps are computed once; the arithmetic is identical to the direct path.
const kLo = Math.ceil(-half), kHi = Math.floor(half);
let table: Float64Array | null = null, tableSum = 0;
for (let j = 0; j < outLen; j++) {
const t = j / ratio;
const lo = Math.max(0, Math.ceil(t - half)), hi = Math.min(x.length - 1, Math.floor(t + half));
let acc = 0, wsum = 0;
for (let i = lo; i <= hi; i++) {
const d = i - t;
const w = 0.42 + 0.5 * Math.cos((Math.PI * d) / half) + 0.08 * Math.cos((2 * Math.PI * d) / half);
const k = cutoff * sinc(cutoff * d) * w;
acc += x[i]! * k;
wsum += k;
if (Number.isInteger(t) && lo === t + kLo && hi === t + kHi) {
if (!table) {
table = new Float64Array(kHi - kLo + 1);
for (let d = kLo; d <= kHi; d++) { table[d - kLo] = tap(d); tableSum += table[d - kLo]!; }
}
for (let i = lo, k = 0; i <= hi; i++, k++) acc += x[i]! * table[k]!;
wsum = tableSum;
} else {
for (let i = lo; i <= hi; i++) {
const k = tap(i - t);
acc += x[i]! * k;
wsum += k;
}
}
// Normalise to unity DC gain so edges and non-integer ratios stay calibrated.
out[j] = wsum !== 0 ? acc / wsum : 0;
+39
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@@ -0,0 +1,39 @@
import { test, expect } from "bun:test";
import { resample } from "../../src/dsp/resample.ts";
// Reference: the direct windowed-sinc evaluation (the original implementation), used to check the cached path is exact.
function reference(x: Float32Array, from: number, to: number): Float32Array {
const sinc = (v: number) => (v === 0 ? 1 : Math.sin(Math.PI * v) / (Math.PI * v));
const ratio = to / from, outLen = Math.round(x.length * ratio), out = new Float32Array(outLen);
const cutoff = Math.min(1, ratio), half = 16 / cutoff;
for (let j = 0; j < outLen; j++) {
const t = j / ratio;
const lo = Math.max(0, Math.ceil(t - half)), hi = Math.min(x.length - 1, Math.floor(t + half));
let acc = 0, wsum = 0;
for (let i = lo; i <= hi; i++) {
const d = i - t;
const w = 0.42 + 0.5 * Math.cos((Math.PI * d) / half) + 0.08 * Math.cos((2 * Math.PI * d) / half);
const k = cutoff * sinc(cutoff * d) * w;
acc += x[i]! * k; wsum += k;
}
out[j] = wsum !== 0 ? acc / wsum : 0;
}
return out;
}
const noise = (n: number) => { let s = 1; return Float32Array.from({ length: n }, () => ((s = (s * 16807) % 2147483647) / 2147483647) * 2 - 1); };
test("2:1 decimation is bit-identical to the direct evaluation and fast", () => {
const x = noise(44100);
expect(Array.from(resample(x, 44100, 22050))).toEqual(Array.from(reference(x, 44100, 22050)));
const big = noise(44100 * 60);
const t0 = performance.now();
resample(big, 44100, 22050);
expect(performance.now() - t0).toBeLessThan(500); // one minute of audio: ~50 ms cached vs ~1.7 s direct
});
test("non-integer ratios are unchanged", () => {
const x = noise(4800);
expect(Array.from(resample(x, 48000, 44100))).toEqual(Array.from(reference(x, 48000, 44100)));
expect(Array.from(resample(x, 22050, 44100))).toEqual(Array.from(reference(x, 22050, 44100)));
});