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

@ -47,6 +47,7 @@ PLUGIN_GLOBALS* globals = NULL;
DSPInitialize g_dspInitialize;
Common::Thread *g_hDSPThread = NULL;
SoundStream *soundStream = NULL;
bool g_InitMixer = false;
bool bIsRunning = false;
@ -166,6 +167,7 @@ void DllConfig(HWND _hParent)
void DoState(unsigned char **ptr, int mode)
{
PointerWrap p(ptr, mode);
p.Do(g_InitMixer);
}
void DllDebugger(HWND _hParent, bool Show)
@ -202,6 +204,7 @@ void DSP_DebugBreak()
void Initialize(void *init)
{
g_InitMixer = false;
bool bCanWork = true;
g_dspInitialize = *(DSPInitialize*)init;
@ -229,7 +232,6 @@ void Initialize(void *init)
{
g_hDSPThread = new Common::Thread(dsp_thread, NULL);
}
soundStream = AudioCommon::InitSoundStream();
#if defined(HAVE_WX) && HAVE_WX
if (m_DebuggerFrame)
@ -256,6 +258,19 @@ void Shutdown()
u16 DSP_WriteControlRegister(u16 _uFlag)
{
UDSPControl Temp(_uFlag);
if (!g_InitMixer)
{
if (!Temp.DSPHalt && Temp.DSPInit)
{
unsigned int AISampleRate, DSPSampleRate;
g_dspInitialize.pGetSampleRate(AISampleRate, DSPSampleRate);
soundStream = AudioCommon::InitSoundStream(new CMixer(AISampleRate, DSPSampleRate));
if(!soundStream) PanicAlert("Error starting up sound stream");
// Mixer is initialized
g_InitMixer = true;
}
}
DSPInterpreter::WriteCR(_uFlag);
return DSPInterpreter::ReadCR();
}
@ -343,29 +358,21 @@ void DSP_Update(int cycles)
}
}
void DSP_SendAIBuffer(unsigned int address, int sample_rate)
void DSP_SendAIBuffer(unsigned int address, unsigned int num_samples, unsigned int sample_rate)
{
if (soundStream->GetMixer())
if (!soundStream)
return;
CMixer* pMixer = soundStream->GetMixer();
if (pMixer && address)
{
short samples[16] = {0}; // interleaved stereo
if (address)
{
for (int i = 0; i < 16; i++)
{
samples[i] = Memory_Read_U16(address + i * 2);
}
}
soundStream->GetMixer()->PushSamples(samples, 32 / 4, sample_rate);
short* samples = (short*)Memory_Get_Pointer(address);
pMixer->PushSamples(samples, num_samples, sample_rate);
}
// SoundStream is updated only when necessary (there is no 70 ms limit
// so each sample now triggers the sound stream)
// TODO: think about this.
// static int counter = 0;
// counter++;
if (/*(counter & 31) == 0 &&*/ soundStream)
soundStream->Update();
soundStream->Update();
}
void DSP_ClearAudioBuffer()