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Improve performance for wav read sample #117
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Thanks for your pull request! I've left some comments which I would like to be fixed before merging.
@@ -130,6 +130,19 @@ private static float ReadSample(BinaryReader reader) | |||
return BytesToFloat(byte1, byte2); | |||
} | |||
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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:
- reuse
BytesToFloat
method; - 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.
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.