have audio dumps apply volume (fixes cases of audio dumps being "too loud" and in game audio controls having no effect)

This commit is contained in:
CasualPokePlayer
2022-06-10 21:27:10 -07:00
parent 0c6b6b74bf
commit ad892176d0
4 changed files with 26 additions and 6 deletions

View File

@ -256,17 +256,25 @@ void Mixer::MixerFifo::PushSamples(const short* samples, unsigned int num_sample
void Mixer::PushSamples(const short* samples, unsigned int num_samples)
{
m_dma_mixer.PushSamples(samples, num_samples);
int sample_rate = m_dma_mixer.GetInputSampleRate();
if (m_log_dsp_audio)
m_wave_writer_dsp.AddStereoSamplesBE(samples, num_samples, sample_rate);
{
int sample_rate = m_dma_mixer.GetInputSampleRate();
auto volume = m_dma_mixer.GetVolume();
m_wave_writer_dsp.AddStereoSamplesBE(samples, num_samples, sample_rate, volume.first,
volume.second);
}
}
void Mixer::PushStreamingSamples(const short* samples, unsigned int num_samples)
{
m_streaming_mixer.PushSamples(samples, num_samples);
int sample_rate = m_streaming_mixer.GetInputSampleRate();
if (m_log_dtk_audio)
m_wave_writer_dtk.AddStereoSamplesBE(samples, num_samples, sample_rate);
{
int sample_rate = m_streaming_mixer.GetInputSampleRate();
auto volume = m_streaming_mixer.GetVolume();
m_wave_writer_dtk.AddStereoSamplesBE(samples, num_samples, sample_rate, volume.first,
volume.second);
}
}
void Mixer::PushWiimoteSpeakerSamples(const short* samples, unsigned int num_samples,
@ -427,6 +435,11 @@ void Mixer::MixerFifo::SetVolume(unsigned int lvolume, unsigned int rvolume)
m_RVolume.store(rvolume + (rvolume >> 7));
}
std::pair<s32, s32> Mixer::MixerFifo::GetVolume() const
{
return std::make_pair(m_LVolume.load(), m_RVolume.load());
}
unsigned int Mixer::MixerFifo::AvailableSamples() const
{
unsigned int samples_in_fifo = ((m_indexW.load() - m_indexR.load()) & INDEX_MASK) / 2;