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

@ -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;
};