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

@ -19,6 +19,7 @@
#define _DSPHANDLER_H
#include "Common.h"
#include "AudioCommon.h"
#include "MailHandler.h"
#include "UCodes/UCodes.h"
@ -57,34 +58,6 @@ private:
CDSPHandler();
~CDSPHandler();
// UDSPControl
union UDSPControl
{
u16 Hex;
struct
{
unsigned DSPReset : 1; // Write 1 to reset and waits for 0
unsigned DSPAssertInt : 1;
unsigned DSPHalt : 1;
unsigned AI : 1;
unsigned AI_mask : 1;
unsigned ARAM : 1;
unsigned ARAM_mask : 1;
unsigned DSP : 1;
unsigned DSP_mask : 1;
unsigned ARAM_DMAState : 1; // DSPGetDMAStatus() uses this flag
unsigned DSPInitCode : 1;
unsigned DSPInit : 1; // DSPInit() writes to this flag
unsigned pad : 4;
};
UDSPControl(u16 _Hex = 0)
: Hex(_Hex)
{}
};
// singleton instance
static CDSPHandler* m_pInstance;