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