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

@ -498,7 +498,7 @@ bool CUCode_AX::AXTask(u32& _uMail)
SaveLog("%08x : AXLIST PB address: %08x", uAddress, m_addressPBs);
SaveLog("Update the SoundThread to be in sync");
soundStream->Update(); //do it in this thread to avoid sync problems
// soundStream->Update(); //do it in this thread to avoid sync problems
}
break;

View File

@ -156,7 +156,7 @@ struct AXParamBlock
/* 63 */ PBADPCMInfo adpcm;
/* 83 */ PBSampleRateConverter src;
/* 90 */ PBADPCMLoopInfo adpcm_loop_info;
/* 93 */ u16 unknown_maybe_padding[3];
/* 93 */ //u16 unknown_maybe_padding[3]; // Comment this out to get some speedup
};
struct PBLpf
@ -201,7 +201,7 @@ struct AXParamBlockWii
/* 95 */ PBADPCMLoopInfo adpcm_loop_info;
/* 98 */ PBLpf lpf;
/* 102 */ PBHpf hpf;
/* 106 */ u16 pad[22];
/* 106 */ //u16 pad[22]; // Comment this out to get some speedup
};
struct AXParamBlockWii_ // new CRC version
@ -226,7 +226,7 @@ struct AXParamBlockWii_ // new CRC version
/* 0x0B4 */ PBADPCMLoopInfo adpcm_loop_info;
/* 0x0BA */ PBLpf lpf;
/* 0x0C2 */ PBHpf hpf;
/* 0x0CA */ u16 pad[27];
/* 0x0CA */ //u16 pad[27]; // Comment this out to get some speedup
/* 0x100 */
};

View File

@ -289,7 +289,7 @@ bool CUCode_AXWii::AXTask(u32& _uMail)
m_addressPBs = Memory_Read_U32(uAddress);
lCUCode_AX->m_addressPBs = m_addressPBs; // for the sake of logging
soundStream->GetMixer()->SetHLEReady(true);
soundStream->Update();
// soundStream->Update();
uAddress += 4;
break;

View File

@ -147,7 +147,7 @@ void CUCode_Zelda::HandleMail_LightVersion(u32 _uMail)
soundStream->GetMixer()->SetHLEReady(true);
DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
soundStream->Update(); //do it in this thread to avoid sync problems
// soundStream->Update(); //do it in this thread to avoid sync problems
m_bSyncCmdPending = false;
}
@ -216,7 +216,7 @@ void CUCode_Zelda::HandleMail_SMSVersion(u32 _uMail)
soundStream->GetMixer()->SetHLEReady(true);
DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
soundStream->Update(); //do it in this thread to avoid sync problems
// soundStream->Update(); //do it in this thread to avoid sync problems
m_bSyncCmdPending = false;
}
@ -339,7 +339,7 @@ void CUCode_Zelda::HandleMail_NormalVersion(u32 _uMail)
soundStream->GetMixer()->SetHLEReady(true);
DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
soundStream->Update(); //do it in this thread to avoid sync problems
// soundStream->Update(); //do it in this thread to avoid sync problems
m_bSyncCmdPending = false;
}