mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Sound System Rework: Phase 2 (cont'ed)
. Fixed super fast refresh rate issue . Recovered <TAB> shortcut key for ThrottleSkipping . Removed redundant "soundstream->Update()" in DSPLLE (Thanks to LordMark) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4728 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -111,7 +111,7 @@ void DSound::SoundLoop()
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int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos));
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if (numBytesToRender >= 256)
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{
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if (numBytesToRender > sizeof(realtimeBuffer) * sizeof(short))
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if (numBytesToRender > sizeof(realtimeBuffer))
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PanicAlert("soundThread: too big render call");
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m_mixer->Mix(realtimeBuffer, numBytesToRender / 4);
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WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
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@ -17,7 +17,6 @@
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#include "Atomic.h"
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#include "Mixer.h"
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#include "AudioCommon.h"
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@ -41,37 +40,13 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
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numLeft = (numLeft > numSamples) ? numSamples : numLeft;
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// Do re-sampling if needed
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if (m_sampleRate == m_dspSampleRate)
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if (m_sampleRate == 32000)
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{
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for (unsigned int i = 0; i < numLeft * 2; i++)
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samples[i] = Common::swap16(m_buffer[(m_indexR + i) & INDEX_MASK]);
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m_indexR += numLeft * 2;
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}
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else if (m_sampleRate < m_dspSampleRate) // If down-sampling needed
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{
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_dbg_assert_msg_(DSPHLE, !(numSamples % 2), "Number of Samples: %i must be even!", numSamples);
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short *pDest = samples;
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int last_l, last_r, cur_l, cur_r;
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for (unsigned int i = 0; i < numLeft * 3 / 2; i++)
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{
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cur_l = Common::swap16(m_buffer[(m_indexR + i * 2) & INDEX_MASK]);
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cur_r = Common::swap16(m_buffer[(m_indexR + i * 2 + 1) & INDEX_MASK]);
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if (i % 3)
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{
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*pDest++ = (last_l + cur_r) / 2;
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*pDest++ = (last_r + cur_r) / 2;
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}
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last_l = cur_l;
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last_r = cur_r;
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}
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m_indexR += numLeft * 2 * 3 / 2;
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}
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else if (m_sampleRate > m_dspSampleRate)
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else
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{
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// AyuanX: Up-sampling is not implemented yet
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PanicAlert("Mixer: Up-sampling is not implemented yet!");
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@ -143,16 +118,8 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
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if (numSamples > numLeft)
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memset(&samples[numLeft * 2], 0, (numSamples - numLeft) * 4);
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// Add the HLE sound
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if (m_sampleRate < m_dspSampleRate)
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{
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PanicAlert("Mixer: DSPHLE down-sampling is not implemented yet!\n"
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"Usually no game should require this, please report!");
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}
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else
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{
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Premix(samples, numSamples, m_sampleRate);
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}
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// Add the DSPHLE sound, re-sampling is done inside
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Premix(samples, numSamples);
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// Add the DTK Music
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if (m_EnableDTKMusic)
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@ -161,19 +128,17 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
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g_dspInitialize.pGetAudioStreaming(samples, numSamples, m_sampleRate);
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}
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Common::AtomicAdd(m_numSamples, -(int)numLeft);
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Common::AtomicAdd(m_numSamples, -(s32)numLeft);
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return numSamples;
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}
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void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int sample_rate)
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void CMixer::PushSamples(short *samples, unsigned int num_samples)
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{
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// The auto throttle function. This loop will put a ceiling on the CPU MHz.
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if (m_throttle)
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{
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// AyuanX: Remember to reserve "num_samples * 1.5" free sample space at least!
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// Becuse we may do re-sampling later
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while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)
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{
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if (g_dspInitialize.pEmulatorState)
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@ -181,8 +146,12 @@ void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int
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if (*g_dspInitialize.pEmulatorState != 0)
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break;
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}
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soundStream->Update();
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// Shortcut key for Throttle Skipping
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#ifdef _WIN32
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if (GetAsyncKeyState(VK_TAB)) break;;
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#endif
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SLEEP(1);
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soundStream->Update();
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}
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}
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@ -191,7 +160,7 @@ void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int
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return;
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// AyuanX: Actual re-sampling work has been moved to sound thread
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// to alleviates the workload on main thread
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// to alleviate the workload on main thread
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// and we simply store raw data here to make fast mem copy
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int over_bytes = num_samples * 4 - (MAX_SAMPLES * 2 - (m_indexW & INDEX_MASK)) * sizeof(short);
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if (over_bytes > 0)
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@ -206,12 +175,7 @@ void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int
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m_indexW += num_samples * 2;
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if (m_sampleRate < m_dspSampleRate)
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{
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// This is kind of tricky :P
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num_samples = num_samples * 2 / 3;
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}
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else if (m_sampleRate > m_dspSampleRate)
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if (m_sampleRate != 32000)
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{
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PanicAlert("Mixer: Up-sampling is not implemented yet!");
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}
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@ -19,16 +19,16 @@
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#define _MIXER_H_
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// 16 bit Stereo
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#define MAX_SAMPLES (1024 * 4)
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#define MAX_SAMPLES (1024 * 8)
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#define INDEX_MASK (MAX_SAMPLES * 2 - 1)
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#define RESERVED_SAMPLES (MAX_SAMPLES / 8)
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#define RESERVED_SAMPLES (256)
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class CMixer {
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public:
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CMixer(unsigned int AISampleRate = 48000, unsigned int DSPSampleRate = 48000)
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CMixer(unsigned int AISampleRate = 48000, unsigned int DACSampleRate = 48000)
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: m_aiSampleRate(AISampleRate)
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, m_dspSampleRate(DSPSampleRate)
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, m_dacSampleRate(DACSampleRate)
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, m_bits(16)
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, m_channels(2)
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, m_HLEready(false)
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@ -36,19 +36,21 @@ public:
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, m_indexW(0)
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, m_indexR(0)
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{
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// AyuanX: When sample rate differs, we have to do re-sampling
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// AyuanX: The internal (Core & DSP) sample rate is fixed at 32KHz
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// So when AI/DAC sample rate differs than 32KHz, we have to do re-sampling
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// I perfer speed so let's do down-sampling instead of up-sampling
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// If you like better sound than speed, feel free to implement the up-sampling code
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m_sampleRate = (m_aiSampleRate < m_dspSampleRate) ? m_aiSampleRate : m_dspSampleRate;
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m_sampleRate = 32000;
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NOTICE_LOG(AUDIO_INTERFACE, "Mixer is initialized (AISampleRate:%i, DACSampleRate:%i)", AISampleRate, DACSampleRate);
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}
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// Called from audio threads
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virtual unsigned int Mix(short* samples, unsigned int numSamples);
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virtual void Premix(short *samples, unsigned int numSamples, unsigned int sampleRate) {}
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virtual void Premix(short *samples, unsigned int numSamples) {}
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unsigned int GetNumSamples();
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// Called from main thread
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virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate);
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virtual void PushSamples(short* samples, unsigned int num_samples);
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unsigned int GetSampleRate() {return m_sampleRate;}
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void SetThrottle(bool use) { m_throttle = use;}
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@ -62,7 +64,7 @@ public:
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protected:
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unsigned int m_sampleRate;
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unsigned int m_aiSampleRate;
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unsigned int m_dspSampleRate;
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unsigned int m_dacSampleRate;
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int m_bits;
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int m_channels;
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@ -25,7 +25,7 @@ class NullMixer : public CMixer {
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public:
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virtual unsigned int Mix(short *samples, unsigned int numSamples) { return 0; }
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virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate) {}
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virtual void PushSamples(short* samples, unsigned int num_samples) {}
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};
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class NullSound : public SoundStream
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@ -35,9 +35,9 @@
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#endif // WIN32
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// 16 bit Stereo
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#define SFX_MAX_SOURCE 1
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#define OAL_NUM_BUFFERS 8
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#define OAL_NUM_BUFFERS 16
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#define OAL_MAX_SAMPLES 512 // AyuanX: Don't make it too large, as larger buffer means longer delay
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#define OAL_THRESHOLD 128
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#define OAL_THRESHOLD 128 // Some games are quite sensitive to delay
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#endif
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class OpenALStream: public SoundStream
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