ppsspp/Core/HLE/__sceAudio.cpp
Unknown W. Brackets 2bab76a940 Block audio output more correctly.
Still with the same thresholds, so hopefully it won't hurt sync.
2013-05-19 12:31:47 -07:00

325 lines
9.6 KiB
C++

// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "__sceAudio.h"
#include "sceAudio.h"
#include "sceKernel.h"
#include "sceKernelThread.h"
#include "StdMutex.h"
#include "CommonTypes.h"
#include "../CoreTiming.h"
#include "../MemMap.h"
#include "../Host.h"
#include "../Config.h"
#include "ChunkFile.h"
#include "FixedSizeQueue.h"
#include "Common/Thread.h"
// Should be used to lock anything related to the outAudioQueue.
std::recursive_mutex section;
int eventAudioUpdate = -1;
int eventHostAudioUpdate = -1;
int mixFrequency = 44100;
const int hwSampleRate = 44100;
const int hwBlockSize = 64;
// TODO: Tweak
#ifdef ANDROID
const int hostAttemptBlockSize = 2048;
#else
const int hostAttemptBlockSize = 512;
#endif
const int audioIntervalUs = (int)(1000000ULL * hwBlockSize / hwSampleRate);
const int audioHostIntervalUs = (int)(1000000ULL * hostAttemptBlockSize / hwSampleRate);
// High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively.
// TODO: Tweak
#ifdef ANDROID
const int chanQueueMaxSizeFactor = 4;
const int chanQueueMinSizeFactor = 2;
#else
const int chanQueueMaxSizeFactor = 2;
const int chanQueueMinSizeFactor = 1;
#endif
FixedSizeQueue<s16, hostAttemptBlockSize * 16> outAudioQueue;
void hleAudioUpdate(u64 userdata, int cyclesLate)
{
__AudioUpdate();
CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs) - cyclesLate, eventAudioUpdate, 0);
}
void hleHostAudioUpdate(u64 userdata, int cyclesLate)
{
host->UpdateSound();
CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs) - cyclesLate, eventHostAudioUpdate, 0);
}
void __AudioInit()
{
mixFrequency = 44100;
eventAudioUpdate = CoreTiming::RegisterEvent("AudioUpdate", &hleAudioUpdate);
eventHostAudioUpdate = CoreTiming::RegisterEvent("AudioUpdateHost", &hleHostAudioUpdate);
CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs), eventAudioUpdate, 0);
CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs), eventHostAudioUpdate, 0);
for (int i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
chans[i].clear();
}
void __AudioDoState(PointerWrap &p)
{
p.Do(eventAudioUpdate);
CoreTiming::RestoreRegisterEvent(eventAudioUpdate, "AudioUpdate", &hleAudioUpdate);
p.Do(eventHostAudioUpdate);
CoreTiming::RestoreRegisterEvent(eventHostAudioUpdate, "AudioUpdateHost", &hleHostAudioUpdate);
p.Do(mixFrequency);
section.lock();
outAudioQueue.DoState(p);
section.unlock();
int chanCount = ARRAY_SIZE(chans);
p.Do(chanCount);
if (chanCount != ARRAY_SIZE(chans))
{
ERROR_LOG(HLE, "Savestate failure: different number of audio channels.");
return;
}
for (int i = 0; i < chanCount; ++i)
chans[i].DoState(p);
p.DoMarker("sceAudio");
}
void __AudioShutdown()
{
for (int i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
chans[i].clear();
}
u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking)
{
u32 ret = chan.sampleCount;
if (chan.sampleAddress == 0) {
// For some reason, multichannel audio lies and returns the sample count here.
if (chanNum == PSP_AUDIO_CHANNEL_SRC || chanNum == PSP_AUDIO_CHANNEL_OUTPUT2) {
ret = 0;
}
}
// If there's anything on the queue at all, it should be busy, but we try to be a bit lax.
if (chan.sampleQueue.size() > chan.sampleCount * 2 * chanQueueMaxSizeFactor || chan.sampleAddress == 0) {
if (blocking) {
// TODO: Regular multichannel audio seems to block for 64 samples less? Or enqueue the first 64 sync?
int blockSamples = chan.sampleQueue.size() / 2 / chanQueueMinSizeFactor;
AudioChannelWaitInfo waitInfo = {__KernelGetCurThread(), blockSamples};
chan.waitingThreads.push_back(waitInfo);
// Also remember the value to return in the waitValue.
__KernelWaitCurThread(WAITTYPE_AUDIOCHANNEL, (SceUID)chanNum + 1, ret, 0, false, "blocking audio waited");
// Fall through to the sample queueing, don't want to lose the samples even though
// we're getting full. The PSP would enqueue after blocking.
} else {
// Non-blocking doesn't even enqueue, but it's not commonly used.
return SCE_ERROR_AUDIO_CHANNEL_BUSY;
}
}
if (chan.sampleAddress == 0) {
return ret;
}
if (chan.format == PSP_AUDIO_FORMAT_STEREO)
{
const u32 totalSamples = chan.sampleCount * 2;
if (IS_LITTLE_ENDIAN)
{
s16 *sampleData = (s16 *) Memory::GetPointer(chan.sampleAddress);
// Walking a pointer for speed. But let's make sure we wouldn't trip on an invalid ptr.
if (Memory::IsValidAddress(chan.sampleAddress + (totalSamples - 1) * sizeof(s16)))
{
for (u32 i = 0; i < totalSamples; i++)
chan.sampleQueue.push(*sampleData++);
}
}
else
{
for (u32 i = 0; i < totalSamples; i++)
chan.sampleQueue.push((s16)Memory::Read_U16(chan.sampleAddress + sizeof(s16) * i));
}
}
else if (chan.format == PSP_AUDIO_FORMAT_MONO)
{
for (u32 i = 0; i < chan.sampleCount; i++)
{
// Expand to stereo
s16 sample = (s16)Memory::Read_U16(chan.sampleAddress + 2 * i);
chan.sampleQueue.push(sample);
chan.sampleQueue.push(sample);
}
}
return ret;
}
static inline s16 clamp_s16(int i) {
if (i > 32767)
return 32767;
if (i < -32768)
return -32768;
return i;
}
inline void __AudioWakeThreads(AudioChannel &chan, int step)
{
u32 error;
for (size_t w = 0; w < chan.waitingThreads.size(); ++w)
{
AudioChannelWaitInfo &waitInfo = chan.waitingThreads[w];
waitInfo.numSamples -= hwBlockSize;
// If it's done (there will still be samples on queue) and actually still waiting, wake it up.
if (waitInfo.numSamples <= 0 && __KernelGetWaitID(waitInfo.threadID, WAITTYPE_AUDIOCHANNEL, error) != 0)
{
// DEBUG_LOG(HLE, "Woke thread %i for some buffer filling", waitingThread);
u32 ret = __KernelGetWaitValue(waitInfo.threadID, error);
__KernelResumeThreadFromWait(waitInfo.threadID, ret);
chan.waitingThreads.erase(chan.waitingThreads.begin() + w--);
}
}
}
void __AudioWakeThreads(AudioChannel &chan)
{
__AudioWakeThreads(chan, 0x7FFFFFFF);
}
// Mix samples from the various audio channels into a single sample queue.
// This single sample queue is where __AudioMix should read from. If the sample queue is full, we should
// just sleep the main emulator thread a little.
void __AudioUpdate()
{
// Audio throttle doesn't really work on the PSP since the mixing intervals are so closely tied
// to the CPU. Much better to throttle the frame rate on frame display and just throw away audio
// if the buffer somehow gets full.
s32 mixBuffer[hwBlockSize * 2];
memset(mixBuffer, 0, sizeof(mixBuffer));
for (int i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
{
if (!chans[i].reserved)
continue;
__AudioWakeThreads(chans[i], hwBlockSize);
if (!chans[i].sampleQueue.size()) {
// ERROR_LOG(HLE, "No queued samples, skipping channel %i", i);
continue;
}
for (int s = 0; s < hwBlockSize; s++)
{
if (chans[i].sampleQueue.size() >= 2)
{
s16 sampleL = chans[i].sampleQueue.pop_front();
s16 sampleR = chans[i].sampleQueue.pop_front();
// The channel volume should be done here?
mixBuffer[s * 2 + 0] += sampleL * (s32)chans[i].leftVolume >> 15;
mixBuffer[s * 2 + 1] += sampleR * (s32)chans[i].rightVolume >> 15;
}
else
{
ERROR_LOG(HLE, "Channel %i buffer underrun at %i of %i", i, s, hwBlockSize);
break;
}
}
}
if (g_Config.bEnableSound) {
section.lock();
if (outAudioQueue.room() >= hwBlockSize * 2) {
// Push the mixed samples onto the output audio queue.
for (int i = 0; i < hwBlockSize; i++) {
s16 sampleL = clamp_s16(mixBuffer[i * 2 + 0]);
s16 sampleR = clamp_s16(mixBuffer[i * 2 + 1]);
outAudioQueue.push((s16)sampleL);
outAudioQueue.push((s16)sampleR);
}
} else {
// This happens quite a lot. There's still something slightly off
// about the amount of audio we produce.
DEBUG_LOG(HLE, "Audio outbuffer overrun! room = %i / %i", outAudioQueue.room(), (u32)outAudioQueue.capacity());
}
section.unlock();
}
}
void __AudioSetOutputFrequency(int freq)
{
WARN_LOG(HLE, "Switching audio frequency to %i", freq);
mixFrequency = freq;
}
// numFrames is number of stereo frames.
// This is called from *outside* the emulator thread.
int __AudioMix(short *outstereo, int numFrames)
{
// TODO: if mixFrequency != the actual output frequency, resample!
section.lock();
int underrun = -1;
s16 sampleL = 0;
s16 sampleR = 0;
bool anythingToPlay = false;
for (int i = 0; i < numFrames; i++) {
if (outAudioQueue.size() >= 2)
{
sampleL = outAudioQueue.pop_front();
sampleR = outAudioQueue.pop_front();
outstereo[i * 2 + 0] = sampleL;
outstereo[i * 2 + 1] = sampleR;
anythingToPlay = true;
} else {
if (underrun == -1) underrun = i;
outstereo[i * 2 + 0] = sampleL; // repeat last sample, can reduce clicking
outstereo[i * 2 + 1] = sampleR; // repeat last sample, can reduce clicking
}
}
if (anythingToPlay && underrun >= 0) {
DEBUG_LOG(HLE, "Audio out buffer UNDERRUN at %i of %i", underrun, numFrames);
} else {
// DEBUG_LOG(HLE, "No underrun, mixed %i samples fine", numFrames);
}
section.unlock();
return underrun >= 0 ? underrun : numFrames;
}