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

@ -20,23 +20,14 @@
#include "DSPHandler.h"
#include "HLEMixer.h"
void HLEMixer::MixUCode(short *samples, int numSamples) {
// if this was called directly from the HLE, and not by timeout
if (g_Config.m_EnableHLEAudio && IsHLEReady()) {
void HLEMixer::Premix(short *samples, unsigned int numSamples, unsigned int sampleRate)
{
// if this was called directly from the HLE
if (g_Config.m_EnableHLEAudio && IsHLEReady())
{
IUCode *pUCode = CDSPHandler::GetInstance().GetUCode();
if (pUCode && samples)
pUCode->MixAdd(samples, numSamples);
}
}
void HLEMixer::Premix(short *samples, int numSamples) {
// first get the DTK Music
// if (g_Config.m_EnableDTKMusic) {
// g_dspInitialize.pGetAudioStreaming(samples, numSamples);
// }
MixUCode(samples, numSamples);
}