mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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:
@ -18,39 +18,38 @@
|
||||
#ifndef _MIXER_H_
|
||||
#define _MIXER_H_
|
||||
|
||||
#include "FixedSizeQueue.h"
|
||||
#include "Thread.h"
|
||||
|
||||
// On real hardware, this fifo is much, much smaller. But timing is also
|
||||
// tighter than under Windows, so...
|
||||
#define queue_minlength 1024 * 4
|
||||
#define queue_maxlength 1024 * 28
|
||||
// 16 bit Stereo
|
||||
#define MAX_SAMPLES (1024 * 4)
|
||||
#define INDEX_MASK (MAX_SAMPLES * 2 - 1)
|
||||
#define RESERVED_SAMPLES (MAX_SAMPLES / 8)
|
||||
|
||||
class CMixer {
|
||||
|
||||
public:
|
||||
// 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)
|
||||
CMixer(unsigned int AISampleRate = 48000, unsigned int DSPSampleRate = 48000)
|
||||
: m_aiSampleRate(AISampleRate)
|
||||
, m_dspSampleRate(DSPSampleRate)
|
||||
, m_bits(16)
|
||||
, m_channels(2)
|
||||
, m_mode(2)
|
||||
, m_HLEready(false)
|
||||
, m_queueSize(0)
|
||||
{}
|
||||
, m_numSamples(0)
|
||||
, m_indexW(0)
|
||||
, m_indexR(0)
|
||||
{
|
||||
// AyuanX: When sample rate differs, we have to do re-sampling
|
||||
// I perfer speed so let's do down-sampling instead of up-sampling
|
||||
// If you like better sound than speed, feel free to implement the up-sampling code
|
||||
m_sampleRate = (m_aiSampleRate < m_dspSampleRate) ? m_aiSampleRate : m_dspSampleRate;
|
||||
}
|
||||
|
||||
// Called from audio threads
|
||||
virtual int Mix(short *sample, int numSamples);
|
||||
virtual int GetNumSamples();
|
||||
virtual unsigned int Mix(short* samples, unsigned int numSamples);
|
||||
virtual void Premix(short *samples, unsigned int numSamples, unsigned int sampleRate) {}
|
||||
unsigned int GetNumSamples();
|
||||
|
||||
// Called from main thread
|
||||
virtual void PushSamples(short* samples, int num_stereo_samples, int core_sample_rate);
|
||||
|
||||
virtual void Premix(short *samples, int numSamples) {}
|
||||
|
||||
int GetSampleRate() {return m_sampleRate;}
|
||||
virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate);
|
||||
unsigned int GetSampleRate() {return m_sampleRate;}
|
||||
|
||||
void SetThrottle(bool use) { m_throttle = use;}
|
||||
void SetDTKMusic(bool use) { m_EnableDTKMusic = use;}
|
||||
@ -61,19 +60,23 @@ public:
|
||||
// ---------------------
|
||||
|
||||
protected:
|
||||
int m_sampleRate;
|
||||
unsigned int m_sampleRate;
|
||||
unsigned int m_aiSampleRate;
|
||||
unsigned int m_dspSampleRate;
|
||||
int m_bits;
|
||||
int m_channels;
|
||||
|
||||
int m_mode;
|
||||
bool m_HLEready;
|
||||
int m_queueSize;
|
||||
|
||||
bool m_EnableDTKMusic;
|
||||
bool m_throttle;
|
||||
|
||||
short m_buffer[MAX_SAMPLES * 2];
|
||||
u32 m_indexW;
|
||||
u32 m_indexR;
|
||||
volatile u32 m_numSamples;
|
||||
|
||||
private:
|
||||
Common::CriticalSection push_sync;
|
||||
FixedSizeQueue<s16, queue_maxlength> sample_queue;
|
||||
|
||||
};
|
||||
|
||||
|
Reference in New Issue
Block a user