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https://github.com/dolphin-emu/dolphin.git
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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:
@ -16,112 +16,65 @@
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// http://code.google.com/p/dolphin-emu/
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// This queue solution is temporary. I'll implement something more efficient later.
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#include <queue> // System
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#include "Thread.h" // Common
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#include "Atomic.h"
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#include "Mixer.h"
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#include "FixedSizeQueue.h"
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#include "AudioCommon.h"
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int CMixer::Mix(short *samples, int numSamples)
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// Executed from sound stream thread
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unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
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{
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if (! samples) {
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Premix(NULL, 0);
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if (!samples)
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return 0;
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}
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// silence
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memset(samples, 0, numSamples * 2 * sizeof(short));
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if (g_dspInitialize.pEmulatorState) {
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if (g_dspInitialize.pEmulatorState)
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{
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if (*g_dspInitialize.pEmulatorState != 0)
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return 0;
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}
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// first get the DTK Music
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if (m_EnableDTKMusic) {
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g_dspInitialize.pGetAudioStreaming(samples, numSamples);
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}
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Premix(samples, numSamples);
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int count = 0;
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push_sync.Enter();
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while (m_queueSize > queue_minlength && count < numSamples * 2)
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{
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int x = samples[count];
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x += sample_queue.front();
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if (x > 32767) x = 32767;
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if (x < -32767) x = -32767;
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samples[count++] = x;
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sample_queue.pop();
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x = samples[count];
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x += sample_queue.front();
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if (x > 32767) x = 32767;
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if (x < -32767) x = -32767;
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samples[count++] = x;
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sample_queue.pop();
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m_queueSize-=2;
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}
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push_sync.Leave();
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return count;
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}
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void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample_rate)
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{
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push_sync.Enter();
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if (m_queueSize == 0)
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{
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m_queueSize = queue_minlength;
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for (int i = 0; i < queue_minlength; i++)
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sample_queue.push((s16)0);
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}
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push_sync.Leave();
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#ifdef _WIN32
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if (GetAsyncKeyState(VK_TAB))
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return;
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#endif
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// Write Other Audio
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if (!m_throttle)
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return;
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// -----------------------------------------------------------------------
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// The auto throttle function. This loop will put a ceiling on the CPU MHz.
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// ----------------------------
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/* This is only needed for non-AX sound, currently directly
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streamed and DTK sound. For AX we call SoundStream::Update in
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AXTask() for example. */
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while (m_queueSize > queue_maxlength / 2)
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{
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// Urgh.
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if (g_dspInitialize.pEmulatorState) {
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if (*g_dspInitialize.pEmulatorState != 0)
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return;
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{
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// Silence
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memset(samples, 0, numSamples * 4);
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return numSamples;
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}
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soundStream->Update();
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SLEEP(1);
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}
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// -----------------------------------------------------------------------
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push_sync.Enter();
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while (num_stereo_samples)
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unsigned int numLeft = Common::AtomicLoad(m_numSamples);
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numLeft = (numLeft > numSamples) ? numSamples : numLeft;
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// Do re-sampling if needed
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if (m_sampleRate == m_dspSampleRate)
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{
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sample_queue.push(Common::swap16(*samples));
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samples++;
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sample_queue.push(Common::swap16(*samples));
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samples++;
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m_queueSize += 2;
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num_stereo_samples--;
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for (unsigned int i = 0; i < numLeft * 2; i++)
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samples[i] = Common::swap16(m_buffer[(m_indexR + i) & INDEX_MASK]);
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m_indexR += numLeft * 2;
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}
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push_sync.Leave();
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return;
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else if (m_sampleRate < m_dspSampleRate) // If down-sampling needed
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{
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_dbg_assert_msg_(DSPHLE, !(numSamples % 2), "Number of Samples: %i must be even!", numSamples);
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short *pDest = samples;
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int last_l, last_r, cur_l, cur_r;
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for (unsigned int i = 0; i < numLeft * 3 / 2; i++)
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{
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cur_l = Common::swap16(m_buffer[(m_indexR + i * 2) & INDEX_MASK]);
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cur_r = Common::swap16(m_buffer[(m_indexR + i * 2 + 1) & INDEX_MASK]);
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if (i % 3)
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{
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*pDest++ = (last_l + cur_r) / 2;
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*pDest++ = (last_r + cur_r) / 2;
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}
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last_l = cur_l;
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last_r = cur_r;
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}
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m_indexR += numLeft * 2 * 3 / 2;
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}
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else if (m_sampleRate > m_dspSampleRate)
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{
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// AyuanX: Up-sampling is not implemented yet
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PanicAlert("Mixer: Up-sampling is not implemented yet!");
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/*
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static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
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static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
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@ -183,16 +136,93 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
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sample_queue.push(r);
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m_queueSize += 2;
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}
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push_sync.Leave();
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*/
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}
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// Padding
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if (numSamples > numLeft)
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memset(&samples[numLeft * 2], 0, (numSamples - numLeft) * 4);
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// Add the HLE sound
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if (m_sampleRate < m_dspSampleRate)
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{
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PanicAlert("Mixer: DSPHLE down-sampling is not implemented yet!\n"
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"Usually no game should require this, please report!");
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}
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else
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{
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Premix(samples, numSamples, m_sampleRate);
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}
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// Add the DTK Music
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if (m_EnableDTKMusic)
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{
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// Re-sampling is done inside
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g_dspInitialize.pGetAudioStreaming(samples, numSamples, m_sampleRate);
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}
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Common::AtomicAdd(m_numSamples, -(int)numLeft);
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return numSamples;
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}
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int CMixer::GetNumSamples()
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void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int sample_rate)
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{
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return m_queueSize / 2;
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//int ret = (m_queueSize - queue_minlength) / 2;
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//ret = (ret > 0) ? ret : 0;
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//return ret;
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// The auto throttle function. This loop will put a ceiling on the CPU MHz.
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if (m_throttle)
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{
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// AyuanX: Remember to reserve "num_samples * 1.5" free sample space at least!
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// Becuse we may do re-sampling later
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while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)
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{
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if (g_dspInitialize.pEmulatorState)
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{
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if (*g_dspInitialize.pEmulatorState != 0)
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break;
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}
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soundStream->Update();
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SLEEP(1);
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}
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}
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// Check if we have enough free space
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if (num_samples > MAX_SAMPLES - Common::AtomicLoad(m_numSamples))
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return;
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// AyuanX: Actual re-sampling work has been moved to sound thread
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// to alleviates the workload on main thread
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// and we simply store raw data here to make fast mem copy
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int over_bytes = num_samples * 4 - (MAX_SAMPLES * 2 - (m_indexW & INDEX_MASK)) * sizeof(short);
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if (over_bytes > 0)
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{
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memcpy(&m_buffer[m_indexW & INDEX_MASK], samples, num_samples * 4 - over_bytes);
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memcpy(&m_buffer[0], samples + (num_samples * 4 - over_bytes) / sizeof(short), over_bytes);
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}
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else
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{
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memcpy(&m_buffer[m_indexW & INDEX_MASK], samples, num_samples * 4);
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}
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m_indexW += num_samples * 2;
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if (m_sampleRate < m_dspSampleRate)
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{
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// This is kind of tricky :P
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num_samples = num_samples * 2 / 3;
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}
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else if (m_sampleRate > m_dspSampleRate)
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{
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PanicAlert("Mixer: Up-sampling is not implemented yet!");
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}
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Common::AtomicAdd(m_numSamples, num_samples);
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return;
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}
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unsigned int CMixer::GetNumSamples()
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{
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return Common::AtomicLoad(m_numSamples);
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}
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