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

@ -33,10 +33,11 @@
#include "AL/al.h"
#include "AL/alc.h"
#endif // WIN32
// public use
// 16 bit Stereo
#define SFX_MAX_SOURCE 1
#define OAL_NUM_BUFFERS 8
#define OAL_BUFFER_SIZE (512 * 4)
#define OAL_MAX_SAMPLES 512 // AyuanX: Don't make it too large, as larger buffer means longer delay
#define OAL_THRESHOLD 128
#endif
class OpenALStream: public SoundStream
@ -66,7 +67,7 @@ private:
Common::CriticalSection soundCriticalSection;
Common::Event soundSyncEvent;
short realtimeBuffer[OAL_BUFFER_SIZE/sizeof(short)];
short realtimeBuffer[OAL_MAX_SAMPLES * 2];
ALuint uiBuffers[OAL_NUM_BUFFERS];
ALuint uiSource;
ALfloat fVolume;