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https://github.com/dolphin-emu/dolphin.git
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AudioCommon: Migrate threadData to OpenALStream and AOSoundStream
This is only ever used in these two sound streams. Seems silly to have it as a class member. Converted it to an atomic as well.
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@ -32,7 +32,7 @@ void AOSound::SoundLoop()
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buf_size = format.bits/8 * format.channels * format.rate;
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while (!threadData)
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while (m_run_thread.load())
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{
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m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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@ -47,6 +47,7 @@ void AOSound::SoundLoop()
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bool AOSound::Start()
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{
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m_run_thread.store(true);
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memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
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thread = std::thread(&AOSound::SoundLoop, this);
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@ -60,7 +61,7 @@ void AOSound::Update()
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void AOSound::Stop()
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{
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threadData = 1;
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m_run_thread.store(false);
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soundSyncEvent.Set();
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{
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@ -4,6 +4,7 @@
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#pragma once
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#include <atomic>
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#include <mutex>
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#include <thread>
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@ -19,6 +20,7 @@ class AOSound final : public SoundStream
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{
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#if defined(HAVE_AO) && HAVE_AO
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std::thread thread;
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std::atomic<bool> m_run_thread;
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std::mutex soundCriticalSection;
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Common::Event soundSyncEvent;
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@ -23,6 +23,7 @@ static soundtouch::SoundTouch soundTouch;
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//
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bool OpenALStream::Start()
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{
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m_run_thread.store(true);
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bool bReturn = false;
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ALDeviceList pDeviceList;
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@ -72,7 +73,7 @@ bool OpenALStream::Start()
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void OpenALStream::Stop()
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{
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threadData = 1;
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m_run_thread.store(false);
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// kick the thread if it's waiting
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soundSyncEvent.Set();
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@ -183,7 +184,7 @@ void OpenALStream::SoundLoop()
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soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28);
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soundTouch.setSetting(SETTING_OVERLAP_MS, 12);
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while (!threadData)
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while (m_run_thread.load())
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{
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// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
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const u32 stereo_16_bit_size = 4;
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@ -4,6 +4,7 @@
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#pragma once
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#include <atomic>
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#include <thread>
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#include "AudioCommon/SoundStream.h"
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@ -72,6 +73,8 @@ public:
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private:
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std::thread thread;
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std::atomic<bool> m_run_thread;
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Common::Event soundSyncEvent;
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short realtimeBuffer[OAL_MAX_SAMPLES * STEREO_CHANNELS];
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@ -11,17 +11,13 @@
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class SoundStream
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{
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protected:
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CMixer* m_mixer;
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// We set this to shut down the sound thread.
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// 0=keep playing, 1=stop playing NOW.
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volatile int threadData;
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bool m_logAudio;
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WaveFileWriter g_wave_writer;
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bool m_muted;
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public:
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SoundStream(CMixer* mixer) : m_mixer(mixer), threadData(0), m_logAudio(false), m_muted(false) {}
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SoundStream(CMixer* mixer) : m_mixer(mixer), m_logAudio(false), m_muted(false) {}
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virtual ~SoundStream() { delete m_mixer; }
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static bool isValid() { return false; }
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