Sound System Rework: Phase 1

. Fixed Sample Rate for DSP
  (Now if your CPU is capable to run game at 100%, you will get pure sound without buzz or static noise)

. Fixed Sample Rate for AI
  (Now if your CPU is capable to run game at 100%, you will get sync'ed video and audio)

. Fixed Backend list for DSPLLE

. Improved Aduio DMA a bit
  (There might be a completely redesign in following phases)

WARNING: The whole rework will take time to complete.
This commit is compilable, but could be unstable.
So you can try it and test it but don't take it as a release rev!

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4717 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx
2009-12-22 07:26:30 +00:00
parent a1fefe870c
commit 24d8839793
11 changed files with 125 additions and 47 deletions

View File

@ -34,19 +34,19 @@ namespace AudioCommon
mixer = new CMixer();
std::string backend = ac_Config.sBackend;
if (backend == BACKEND_COREAUDIO && CoreAudioSound::isValid())
soundStream = new CoreAudioSound(mixer);
if (backend == BACKEND_DIRECTSOUND && DSound::isValid())
soundStream = new DSound(mixer, g_dspInitialize.hWnd);
if (backend == BACKEND_AOSOUND && AOSound::isValid())
soundStream = new AOSound(mixer);
if (backend == BACKEND_OPENAL && OpenALStream::isValid())
if (backend == BACKEND_OPENAL && OpenALStream::isValid())
soundStream = new OpenALStream(mixer);
if (backend == BACKEND_ALSA && AlsaSound::isValid())
else if (backend == BACKEND_DIRECTSOUND && DSound::isValid())
soundStream = new DSound(mixer, g_dspInitialize.hWnd);
else if (backend == BACKEND_AOSOUND && AOSound::isValid())
soundStream = new AOSound(mixer);
else if (backend == BACKEND_ALSA && AlsaSound::isValid())
soundStream = new AlsaSound(mixer);
if (backend == BACKEND_PULSEAUDIO && PulseAudio::isValid())
else if (backend == BACKEND_COREAUDIO && CoreAudioSound::isValid())
soundStream = new CoreAudioSound(mixer);
else if (backend == BACKEND_PULSEAUDIO && PulseAudio::isValid())
soundStream = new PulseAudio(mixer);
if (backend == BACKEND_NULL && NullSound::isValid())
else if (backend == BACKEND_NULL && NullSound::isValid())
soundStream = new NullSound(mixer);
if (soundStream != NULL)
@ -60,12 +60,10 @@ namespace AudioCommon
soundStream->StartLogAudio(FULL_DUMP_DIR g_Config.recordFile);
}
*/
return soundStream;
}
PanicAlert("Could not initialize backend %s, falling back to NULL", backend.c_str());
}
PanicAlert("Sound backend %s is not valid, falling back to NULL", backend.c_str());
delete soundStream;
@ -77,7 +75,7 @@ namespace AudioCommon
void ShutdownSoundStream()
{
NOTICE_LOG(DSPHLE, "Shutting down sound stream");
INFO_LOG(DSPHLE, "Shutting down sound stream");
if (soundStream)
{
@ -94,16 +92,16 @@ namespace AudioCommon
{
std::vector<std::string> backends;
if (CoreAudioSound::isValid())
backends.push_back(BACKEND_COREAUDIO);
if (DSound::isValid())
backends.push_back(BACKEND_DIRECTSOUND);
if (AOSound::isValid())
backends.push_back(BACKEND_AOSOUND);
if (OpenALStream::isValid())
backends.push_back(BACKEND_OPENAL);
if (AOSound::isValid())
backends.push_back(BACKEND_AOSOUND);
if (AlsaSound::isValid())
backends.push_back(BACKEND_ALSA);
if (CoreAudioSound::isValid())
backends.push_back(BACKEND_COREAUDIO);
if (PulseAudio::isValid())
backends.push_back(BACKEND_PULSEAUDIO);
if (NullSound::isValid())

View File

@ -81,9 +81,6 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
sample_queue.push((s16)0);
}
push_sync.Leave();
static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
static int acc=0;
#ifdef _WIN32
if (GetAsyncKeyState(VK_TAB))
@ -113,6 +110,23 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
// -----------------------------------------------------------------------
push_sync.Enter();
while (num_stereo_samples)
{
sample_queue.push(Common::swap16(*samples));
samples++;
sample_queue.push(Common::swap16(*samples));
samples++;
m_queueSize += 2;
num_stereo_samples--;
}
push_sync.Leave();
return;
/*
static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
static int acc=0;
while (num_stereo_samples) {
acc += core_sample_rate;
while (num_stereo_samples && (acc >= 48000)) {
@ -170,6 +184,8 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
m_queueSize += 2;
}
push_sync.Leave();
*/
}
int CMixer::GetNumSamples()

View File

@ -29,7 +29,17 @@
class CMixer {
public:
CMixer() : m_sampleRate(48000),m_bits(16),m_channels(2), m_mode(2), m_HLEready(false),m_queueSize(0) {}
// AyuanX: Mixer sample rate is fixed to 32khz for now
// if any game sets DSP sample rate to 48khz, we are doomed
// TODO: Fix this somehow!
CMixer(unsigned int SampleRate = 32000)
: m_sampleRate(SampleRate)
, m_bits(16)
, m_channels(2)
, m_mode(2)
, m_HLEready(false)
, m_queueSize(0)
{}
// Called from audio threads
virtual int Mix(short *sample, int numSamples);