Sound System Rework: Phase 2

. Performance boost
  (Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe)

. Both 32KHz & 48KHz sound can be handled properly now
  (But up-sampling is still not implemented, and I don't think any game requires it.)

. Strategy adjustment
  When your PC is *NOT* capable to run the game at 100%:
  >> DSound    Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency)
  >> OpenAL    Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up)

. Changed default frame limit to: Auto
  (Somehow this can dramatically decrease the chance of wiimote desync in game NSMB)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx
2009-12-23 15:34:14 +00:00
parent 0d0a7c515f
commit 9eea60ca69
27 changed files with 358 additions and 314 deletions

View File

@ -25,8 +25,7 @@
#include <mmsystem.h>
#include <dsound.h>
#define BUFSIZE 32768
#define MAXWAIT 70 // miliseconds
#define BUFSIZE (1024 * 8 * 4)
#endif
class DSound : public SoundStream
@ -41,31 +40,30 @@ class DSound : public SoundStream
IDirectSoundBuffer* dsBuffer;
int bufferSize; //i bytes
int totalRenderedBytes;
int m_volume;
// playback position
int currentPos;
int lastPos;
short realtimeBuffer[1024 * 1024];
short realtimeBuffer[BUFSIZE / sizeof(short)];
inline int FIX128(int x) {
inline int FIX128(int x)
{
return x & (~127);
}
inline int ModBufferSize(int x) {
inline int ModBufferSize(int x)
{
return (x + bufferSize) % bufferSize;
}
bool CreateBuffer();
bool WriteDataToBuffer(DWORD dwOffset, char* soundData,
DWORD dwSoundBytes);
bool WriteDataToBuffer(DWORD dwOffset, char* soundData, DWORD dwSoundBytes);
public:
DSound(CMixer *mixer, void *hWnd = NULL)
: SoundStream(mixer)
, bufferSize(0)
, totalRenderedBytes(0)
, currentPos(0)
, lastPos(0)
, dsBuffer(0)