Added volume control for OpenAL, also improved its performance a bit, but don't expect too much.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4712 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx
2009-12-20 13:54:14 +00:00
parent 51163196d3
commit c3b196541d
2 changed files with 22 additions and 11 deletions

View File

@ -20,6 +20,9 @@
#if defined HAVE_OPENAL && HAVE_OPENAL
//
// AyuanX: Spec says OpenAL1.1 is thread safe already
//
bool OpenALStream::Start()
{
ALDeviceList *pDeviceList = NULL;
@ -68,8 +71,6 @@ void OpenALStream::Stop()
// kick the thread if it's waiting
soundSyncEvent.Set();
// AyuanX: Spec says OpenAL1.1 is thread safe already
// soundCriticalSection.Enter();
delete thread;
thread = NULL;
@ -78,6 +79,7 @@ void OpenALStream::Stop()
// Clean up buffers and sources
alDeleteSources(1, &uiSource);
uiSource = 0;
alDeleteBuffers(OAL_NUM_BUFFERS, uiBuffers);
ALCcontext *pContext = alcGetCurrentContext();
@ -86,11 +88,18 @@ void OpenALStream::Stop()
alcMakeContextCurrent(NULL);
alcDestroyContext(pContext);
alcCloseDevice(pDevice);
// soundCriticalSection.Leave();
soundSyncEvent.Shutdown();
}
void OpenALStream::SetVolume(int volume)
{
fVolume = (float)volume / 100.0f;
if (uiSource)
alSourcef(uiSource, AL_GAIN, fVolume);
}
void OpenALStream::Update()
{
soundSyncEvent.Set();
@ -100,7 +109,6 @@ void OpenALStream::Clear(bool mute)
{
m_muted = mute;
// soundCriticalSection.Enter();
if(m_muted)
{
alSourceStop(uiSource);
@ -109,7 +117,6 @@ void OpenALStream::Clear(bool mute)
{
alSourcePlay(uiSource);
}
// soundCriticalSection.Leave();
}
THREAD_RETURN OpenALStream::ThreadFunc(void* args)
@ -146,14 +153,13 @@ void OpenALStream::SoundLoop()
while (!threadData)
{
// soundCriticalSection.Enter();
if (iBuffersProcessed == iBuffersFilled)
{
alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
iBuffersFilled = 0;
}
int numSamples = m_mixer->GetNumSamples();
numSamples &= ~0x400;
numSamples &= ~0x100;
if (iBuffersProcessed && numSamples)
{
@ -177,7 +183,6 @@ void OpenALStream::SoundLoop()
if (state != AL_PLAYING)
alSourcePlay(uiSource);
}
// soundCriticalSection.Leave();
soundSyncEvent.Wait();
}
}