dolphin/Source/Core/AudioCommon/Src/Mixer.cpp
ayuanx 24d8839793 Sound System Rework: Phase 1
. 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
2009-12-22 07:26:30 +00:00

199 lines
4.6 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// This queue solution is temporary. I'll implement something more efficient later.
#include <queue> // System
#include "Thread.h" // Common
#include "Mixer.h"
#include "FixedSizeQueue.h"
#include "AudioCommon.h"
int CMixer::Mix(short *samples, int numSamples)
{
if (! samples) {
Premix(NULL, 0);
return 0;
}
// silence
memset(samples, 0, numSamples * 2 * sizeof(short));
if (g_dspInitialize.pEmulatorState) {
if (*g_dspInitialize.pEmulatorState != 0)
return 0;
}
// first get the DTK Music
if (m_EnableDTKMusic) {
g_dspInitialize.pGetAudioStreaming(samples, numSamples);
}
Premix(samples, numSamples);
int count = 0;
push_sync.Enter();
while (m_queueSize > queue_minlength && count < numSamples * 2)
{
int x = samples[count];
x += sample_queue.front();
if (x > 32767) x = 32767;
if (x < -32767) x = -32767;
samples[count++] = x;
sample_queue.pop();
x = samples[count];
x += sample_queue.front();
if (x > 32767) x = 32767;
if (x < -32767) x = -32767;
samples[count++] = x;
sample_queue.pop();
m_queueSize-=2;
}
push_sync.Leave();
return count;
}
void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample_rate)
{
push_sync.Enter();
if (m_queueSize == 0)
{
m_queueSize = queue_minlength;
for (int i = 0; i < queue_minlength; i++)
sample_queue.push((s16)0);
}
push_sync.Leave();
#ifdef _WIN32
if (GetAsyncKeyState(VK_TAB))
return;
#endif
// Write Other Audio
if (!m_throttle)
return;
// -----------------------------------------------------------------------
// The auto throttle function. This loop will put a ceiling on the CPU MHz.
// ----------------------------
/* This is only needed for non-AX sound, currently directly
streamed and DTK sound. For AX we call SoundStream::Update in
AXTask() for example. */
while (m_queueSize > queue_maxlength / 2)
{
// Urgh.
if (g_dspInitialize.pEmulatorState) {
if (*g_dspInitialize.pEmulatorState != 0)
return;
}
soundStream->Update();
SLEEP(1);
}
// -----------------------------------------------------------------------
push_sync.Enter();
while (num_stereo_samples)
{
sample_queue.push(Common::swap16(*samples));
samples++;
sample_queue.push(Common::swap16(*samples));
samples++;
m_queueSize += 2;
num_stereo_samples--;
}
push_sync.Leave();
return;
/*
static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
static int acc=0;
while (num_stereo_samples) {
acc += core_sample_rate;
while (num_stereo_samples && (acc >= 48000)) {
PV4l=PV3l;
PV3l=PV2l;
PV2l=PV1l;
PV1l=*(samples++); //32bit processing
PV4r=PV3r;
PV3r=PV2r;
PV2r=PV1r;
PV1r=*(samples++); //32bit processing
num_stereo_samples--;
acc-=48000;
}
// defaults to nearest
s32 DataL = PV1l;
s32 DataR = PV1r;
if (m_mode == 1) { //linear
DataL = PV1l + ((PV2l - PV1l)*acc)/48000;
DataR = PV1r + ((PV2r - PV1r)*acc)/48000;
}
else if (m_mode == 2) {//cubic
s32 a0l = PV1l - PV2l - PV4l + PV3l;
s32 a0r = PV1r - PV2r - PV4r + PV3r;
s32 a1l = PV4l - PV3l - a0l;
s32 a1r = PV4r - PV3r - a0r;
s32 a2l = PV1l - PV4l;
s32 a2r = PV1r - PV4r;
s32 a3l = PV2l;
s32 a3r = PV2r;
s32 t0l = ((a0l )*acc)/48000;
s32 t0r = ((a0r )*acc)/48000;
s32 t1l = ((t0l+a1l)*acc)/48000;
s32 t1r = ((t0r+a1r)*acc)/48000;
s32 t2l = ((t1l+a2l)*acc)/48000;
s32 t2r = ((t1r+a2r)*acc)/48000;
s32 t3l = ((t2l+a3l));
s32 t3r = ((t2r+a3r));
DataL = t3l;
DataR = t3r;
}
int l = DataL, r = DataR;
if (l < -32767) l = -32767;
if (r < -32767) r = -32767;
if (l > 32767) l = 32767;
if (r > 32767) r = 32767;
sample_queue.push(l);
sample_queue.push(r);
m_queueSize += 2;
}
push_sync.Leave();
*/
}
int CMixer::GetNumSamples()
{
return m_queueSize / 2;
//int ret = (m_queueSize - queue_minlength) / 2;
//ret = (ret > 0) ? ret : 0;
//return ret;
}