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

@ -22,10 +22,10 @@
#include "Mixer.h"
class NullMixer : public CMixer {
public:
virtual int Mix(short *sample, int numSamples) {return 0;}
virtual void PushSamples(short* samples, int num_stereo_samples,
int core_sample_rate) {}
virtual unsigned int Mix(short *samples, unsigned int numSamples) { return 0; }
virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate) {}
};
class NullSound : public SoundStream
@ -35,7 +35,6 @@ public:
{
delete m_mixer;
m_mixer = new NullMixer();
}
virtual ~NullSound() {}
@ -47,7 +46,7 @@ public:
virtual bool Start() { return true; }
virtual void Update() {
m_mixer->Mix(NULL, 256 >> 2);
//m_mixer->Mix(NULL, 256 >> 2);
//(*callback)(NULL, 256 >> 2, 16, sampleRate, 2);
}
};