DSP: Copy audio dma samples one block at a time

Reverts 9f8e1e2a0d, but keeps the changes from e4e44909d5.

This fixes missing audio in Datel titles; see https://bugs.dolphin-emu.org/issues/12281.
This commit is contained in:
Pokechu22 2022-06-11 11:33:25 -07:00
parent 5b69c67b3a
commit 2a83b17ffb

View File

@ -418,7 +418,7 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
bool already_enabled = state.audio_dma.AudioDMAControl.Enable;
state.audio_dma.AudioDMAControl.Hex = val;
// Only load new values if were not already doing a DMA transfer,
// Only load new values if we're not already doing a DMA transfer,
// otherwise just let the new values be autoloaded in when the
// current transfer ends.
if (!already_enabled && state.audio_dma.AudioDMAControl.Enable)
@ -429,10 +429,6 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
INFO_LOG_FMT(AUDIO_INTERFACE, "Audio DMA configured: {} blocks from {:#010x}",
state.audio_dma.AudioDMAControl.NumBlocks, state.audio_dma.SourceAddress);
// We make the samples ready as soon as possible
void* address = Memory::GetPointer(state.audio_dma.SourceAddress);
AudioCommon::SendAIBuffer((short*)address, state.audio_dma.AudioDMAControl.NumBlocks * 8);
// TODO: need hardware tests for the timing of this interrupt.
// Sky Crawlers crashes at boot if this is scheduled less than 87 cycles in the future.
// Other Namco games crash too, see issue 9509. For now we will just push it to 200 cycles
@ -524,6 +520,8 @@ void UpdateAudioDMA()
// Read audio at g_audioDMA.current_source_address in RAM and push onto an
// external audio fifo in the emulator, to be mixed with the disc
// streaming output.
void* address = Memory::GetPointer(state.audio_dma.current_source_address);
AudioCommon::SendAIBuffer(reinterpret_cast<short*>(address), 8);
if (state.audio_dma.remaining_blocks_count != 0)
{
@ -536,12 +534,6 @@ void UpdateAudioDMA()
state.audio_dma.current_source_address = state.audio_dma.SourceAddress;
state.audio_dma.remaining_blocks_count = state.audio_dma.AudioDMAControl.NumBlocks;
if (state.audio_dma.remaining_blocks_count != 0)
{
// We make the samples ready as soon as possible
void* address = Memory::GetPointer(state.audio_dma.SourceAddress);
AudioCommon::SendAIBuffer((short*)address, state.audio_dma.AudioDMAControl.NumBlocks * 8);
}
GenerateDSPInterrupt(DSP::INT_AID);
}
}