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:
ayuanx
2009-12-25 11:59:04 +00:00
parent eddafd450e
commit 06218e9ebb
20 changed files with 96 additions and 139 deletions

View File

@ -111,7 +111,7 @@ void DSound::SoundLoop()
int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos));
if (numBytesToRender >= 256)
{
if (numBytesToRender > sizeof(realtimeBuffer) * sizeof(short))
if (numBytesToRender > sizeof(realtimeBuffer))
PanicAlert("soundThread: too big render call");
m_mixer->Mix(realtimeBuffer, numBytesToRender / 4);
WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);

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@ -17,7 +17,6 @@
#include "Atomic.h"
#include "Mixer.h"
#include "AudioCommon.h"
@ -41,37 +40,13 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
numLeft = (numLeft > numSamples) ? numSamples : numLeft;
// Do re-sampling if needed
if (m_sampleRate == m_dspSampleRate)
if (m_sampleRate == 32000)
{
for (unsigned int i = 0; i < numLeft * 2; i++)
samples[i] = Common::swap16(m_buffer[(m_indexR + i) & INDEX_MASK]);
m_indexR += numLeft * 2;
}
else if (m_sampleRate < m_dspSampleRate) // If down-sampling needed
{
_dbg_assert_msg_(DSPHLE, !(numSamples % 2), "Number of Samples: %i must be even!", numSamples);
short *pDest = samples;
int last_l, last_r, cur_l, cur_r;
for (unsigned int i = 0; i < numLeft * 3 / 2; i++)
{
cur_l = Common::swap16(m_buffer[(m_indexR + i * 2) & INDEX_MASK]);
cur_r = Common::swap16(m_buffer[(m_indexR + i * 2 + 1) & INDEX_MASK]);
if (i % 3)
{
*pDest++ = (last_l + cur_r) / 2;
*pDest++ = (last_r + cur_r) / 2;
}
last_l = cur_l;
last_r = cur_r;
}
m_indexR += numLeft * 2 * 3 / 2;
}
else if (m_sampleRate > m_dspSampleRate)
else
{
// AyuanX: Up-sampling is not implemented yet
PanicAlert("Mixer: Up-sampling is not implemented yet!");
@ -143,16 +118,8 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
if (numSamples > numLeft)
memset(&samples[numLeft * 2], 0, (numSamples - numLeft) * 4);
// Add the HLE sound
if (m_sampleRate < m_dspSampleRate)
{
PanicAlert("Mixer: DSPHLE down-sampling is not implemented yet!\n"
"Usually no game should require this, please report!");
}
else
{
Premix(samples, numSamples, m_sampleRate);
}
// Add the DSPHLE sound, re-sampling is done inside
Premix(samples, numSamples);
// Add the DTK Music
if (m_EnableDTKMusic)
@ -161,19 +128,17 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
g_dspInitialize.pGetAudioStreaming(samples, numSamples, m_sampleRate);
}
Common::AtomicAdd(m_numSamples, -(int)numLeft);
Common::AtomicAdd(m_numSamples, -(s32)numLeft);
return numSamples;
}
void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int sample_rate)
void CMixer::PushSamples(short *samples, unsigned int num_samples)
{
// The auto throttle function. This loop will put a ceiling on the CPU MHz.
if (m_throttle)
{
// AyuanX: Remember to reserve "num_samples * 1.5" free sample space at least!
// Becuse we may do re-sampling later
while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)
{
if (g_dspInitialize.pEmulatorState)
@ -181,8 +146,12 @@ void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int
if (*g_dspInitialize.pEmulatorState != 0)
break;
}
soundStream->Update();
// Shortcut key for Throttle Skipping
#ifdef _WIN32
if (GetAsyncKeyState(VK_TAB)) break;;
#endif
SLEEP(1);
soundStream->Update();
}
}
@ -191,7 +160,7 @@ void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int
return;
// AyuanX: Actual re-sampling work has been moved to sound thread
// to alleviates the workload on main thread
// to alleviate the workload on main thread
// and we simply store raw data here to make fast mem copy
int over_bytes = num_samples * 4 - (MAX_SAMPLES * 2 - (m_indexW & INDEX_MASK)) * sizeof(short);
if (over_bytes > 0)
@ -206,12 +175,7 @@ void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int
m_indexW += num_samples * 2;
if (m_sampleRate < m_dspSampleRate)
{
// This is kind of tricky :P
num_samples = num_samples * 2 / 3;
}
else if (m_sampleRate > m_dspSampleRate)
if (m_sampleRate != 32000)
{
PanicAlert("Mixer: Up-sampling is not implemented yet!");
}

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@ -19,16 +19,16 @@
#define _MIXER_H_
// 16 bit Stereo
#define MAX_SAMPLES (1024 * 4)
#define MAX_SAMPLES (1024 * 8)
#define INDEX_MASK (MAX_SAMPLES * 2 - 1)
#define RESERVED_SAMPLES (MAX_SAMPLES / 8)
#define RESERVED_SAMPLES (256)
class CMixer {
public:
CMixer(unsigned int AISampleRate = 48000, unsigned int DSPSampleRate = 48000)
CMixer(unsigned int AISampleRate = 48000, unsigned int DACSampleRate = 48000)
: m_aiSampleRate(AISampleRate)
, m_dspSampleRate(DSPSampleRate)
, m_dacSampleRate(DACSampleRate)
, m_bits(16)
, m_channels(2)
, m_HLEready(false)
@ -36,19 +36,21 @@ public:
, m_indexW(0)
, m_indexR(0)
{
// AyuanX: When sample rate differs, we have to do re-sampling
// AyuanX: The internal (Core & DSP) sample rate is fixed at 32KHz
// So when AI/DAC sample rate differs than 32KHz, we have to do re-sampling
// I perfer speed so let's do down-sampling instead of up-sampling
// If you like better sound than speed, feel free to implement the up-sampling code
m_sampleRate = (m_aiSampleRate < m_dspSampleRate) ? m_aiSampleRate : m_dspSampleRate;
m_sampleRate = 32000;
NOTICE_LOG(AUDIO_INTERFACE, "Mixer is initialized (AISampleRate:%i, DACSampleRate:%i)", AISampleRate, DACSampleRate);
}
// Called from audio threads
virtual unsigned int Mix(short* samples, unsigned int numSamples);
virtual void Premix(short *samples, unsigned int numSamples, unsigned int sampleRate) {}
virtual void Premix(short *samples, unsigned int numSamples) {}
unsigned int GetNumSamples();
// Called from main thread
virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate);
virtual void PushSamples(short* samples, unsigned int num_samples);
unsigned int GetSampleRate() {return m_sampleRate;}
void SetThrottle(bool use) { m_throttle = use;}
@ -62,7 +64,7 @@ public:
protected:
unsigned int m_sampleRate;
unsigned int m_aiSampleRate;
unsigned int m_dspSampleRate;
unsigned int m_dacSampleRate;
int m_bits;
int m_channels;

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@ -25,7 +25,7 @@ class NullMixer : public CMixer {
public:
virtual unsigned int Mix(short *samples, unsigned int numSamples) { return 0; }
virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate) {}
virtual void PushSamples(short* samples, unsigned int num_samples) {}
};
class NullSound : public SoundStream

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@ -35,9 +35,9 @@
#endif // WIN32
// 16 bit Stereo
#define SFX_MAX_SOURCE 1
#define OAL_NUM_BUFFERS 8
#define OAL_NUM_BUFFERS 16
#define OAL_MAX_SAMPLES 512 // AyuanX: Don't make it too large, as larger buffer means longer delay
#define OAL_THRESHOLD 128
#define OAL_THRESHOLD 128 // Some games are quite sensitive to delay
#endif
class OpenALStream: public SoundStream