by not linking in other Unix audio modules.
Use kAudioUnitSubType_DefaultOutput instead of kAudioUnitSubType_HALOutput
so that a runtime switch to another audio device is automatically handled.
Use ERROR_LOG for audio errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5562 8ced0084-cf51-0410-be5f-012b33b47a6e
of going through an intermediate thread and buffer. This seems to be
how Core Audio is meant to be used, although I still haven't read the
manual.
Indeed, sound on OS X works perfectly now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5555 8ced0084-cf51-0410-be5f-012b33b47a6e
quantum, as the callback wants us to provide exactly the amount of
samples needed.
This is incomplete because core audio may ask for less than the full
buffer size (for me, typically 1484 or 1488 bytes of a 2048 byte
buffer). As a quick hack until I read the rather impenetrable core
audio documentation, assume that each callback request will want
about the same number of samples as the preceeding one.
This makes sound bearable.
Also various cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5543 8ced0084-cf51-0410-be5f-012b33b47a6e
This removes some bad behaviour, like the audio thread busy waiting inside ALSA code,
missing begins of voice samples(due to DSP_HLE code not getting called often enough).
Turns out my understanding of ALSA API was lacking.
Tested with pulse plugin and directly on my intel-hda/realtek hardware.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5461 8ced0084-cf51-0410-be5f-012b33b47a6e
The fix is asking alsa for a prefered "hardware" buffer size, so alsa does not fall
back to pulseaudios offering of ~1 minute. Additionally, alsa busy waits when pulseaudio
is used, sw:avail_min is set and hw:buffer_size is small.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5439 8ced0084-cf51-0410-be5f-012b33b47a6e
. 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
. Fixed Sample Rate for DSP
(Now if your CPU is capable to run game at 100%, you will get pure sound without buzz or static noise)
. Fixed Sample Rate for AI
(Now if your CPU is capable to run game at 100%, you will get sync'ed video and audio)
. Fixed Backend list for DSPLLE
. Improved Aduio DMA a bit
(There might be a completely redesign in following phases)
WARNING: The whole rework will take time to complete.
This commit is compilable, but could be unstable.
So you can try it and test it but don't take it as a release rev!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4717 8ced0084-cf51-0410-be5f-012b33b47a6e
But Dolphin's sound stream system really needs a rethink.
Because this is the root cause of constant blocking.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4711 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix aram handling in wii mode - was doing strange things with aram AND mem2 space - only mem2 exists on wii. Let me know if this breaks anything...
Fix Wii BS2 HLE - don't zero out bytes 6 and 7
Thanks to skidau for finding the ssbb error cause :)
Fixes issue 303
Fixes issue 1479
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4687 8ced0084-cf51-0410-be5f-012b33b47a6e