mirror of
https://github.com/hrydgard/ppsspp.git
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312 lines
9.4 KiB
C++
312 lines
9.4 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "__sceAudio.h"
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#include "sceAudio.h"
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#include "sceKernel.h"
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#include "sceKernelThread.h"
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#include "StdMutex.h"
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#include "CommonTypes.h"
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#include "../CoreTiming.h"
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#include "../MemMap.h"
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#include "../Host.h"
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#include "../Config.h"
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#include "ChunkFile.h"
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#include "FixedSizeQueue.h"
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#include "Common/Thread.h"
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// Should be used to lock anything related to the outAudioQueue.
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std::recursive_mutex section;
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int eventAudioUpdate = -1;
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int eventHostAudioUpdate = -1;
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int mixFrequency = 44100;
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const int hwSampleRate = 44100;
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const int hwBlockSize = 64;
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const int hostAttemptBlockSize = 512;
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const int audioIntervalUs = (int)(1000000ULL * hwBlockSize / hwSampleRate);
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const int audioHostIntervalUs = (int)(1000000ULL * hostAttemptBlockSize / hwSampleRate);
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// High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively.
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// TODO: Tweak
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const int chanQueueMaxSizeFactor = 2;
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const int chanQueueMinSizeFactor = 1;
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FixedSizeQueue<s16, hostAttemptBlockSize * 16> outAudioQueue;
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void hleAudioUpdate(u64 userdata, int cyclesLate)
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{
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__AudioUpdate();
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CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs) - cyclesLate, eventAudioUpdate, 0);
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}
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void hleHostAudioUpdate(u64 userdata, int cyclesLate)
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{
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host->UpdateSound();
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CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs) - cyclesLate, eventHostAudioUpdate, 0);
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}
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void __AudioInit()
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{
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mixFrequency = 44100;
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eventAudioUpdate = CoreTiming::RegisterEvent("AudioUpdate", &hleAudioUpdate);
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eventHostAudioUpdate = CoreTiming::RegisterEvent("AudioUpdateHost", &hleHostAudioUpdate);
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CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs), eventAudioUpdate, 0);
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CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs), eventHostAudioUpdate, 0);
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for (int i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
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chans[i].clear();
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}
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void __AudioDoState(PointerWrap &p)
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{
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p.Do(eventAudioUpdate);
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CoreTiming::RestoreRegisterEvent(eventAudioUpdate, "AudioUpdate", &hleAudioUpdate);
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p.Do(eventHostAudioUpdate);
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CoreTiming::RestoreRegisterEvent(eventHostAudioUpdate, "AudioUpdateHost", &hleHostAudioUpdate);
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p.Do(mixFrequency);
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section.lock();
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outAudioQueue.DoState(p);
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section.unlock();
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int chanCount = ARRAY_SIZE(chans);
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p.Do(chanCount);
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if (chanCount != ARRAY_SIZE(chans))
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{
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ERROR_LOG(HLE, "Savestate failure: different number of audio channels.");
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return;
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}
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for (int i = 0; i < chanCount; ++i)
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chans[i].DoState(p);
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p.DoMarker("sceAudio");
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}
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void __AudioShutdown()
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{
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for (int i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
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chans[i].clear();
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}
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u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking)
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{
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u32 ret = chan.sampleCount;
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if (chan.sampleAddress == 0) {
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// For some reason, multichannel audio lies and returns the sample count here.
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if (chanNum == PSP_AUDIO_CHANNEL_SRC || chanNum == PSP_AUDIO_CHANNEL_OUTPUT2) {
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ret = 0;
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}
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}
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// If there's anything on the queue at all, it should be busy, but we try to be a bit lax.
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if (chan.sampleQueue.size() > chan.sampleCount * 2 * chanQueueMaxSizeFactor || chan.sampleAddress == 0) {
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if (blocking) {
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// TODO: Regular multichannel audio seems to block for 64 samples less? Or enqueue the first 64 sync?
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int blockSamples = (int)chan.sampleQueue.size() / 2 / chanQueueMinSizeFactor;
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AudioChannelWaitInfo waitInfo = {__KernelGetCurThread(), blockSamples};
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chan.waitingThreads.push_back(waitInfo);
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// Also remember the value to return in the waitValue.
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__KernelWaitCurThread(WAITTYPE_AUDIOCHANNEL, (SceUID)chanNum + 1, ret, 0, false, "blocking audio waited");
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// Fall through to the sample queueing, don't want to lose the samples even though
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// we're getting full. The PSP would enqueue after blocking.
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} else {
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// Non-blocking doesn't even enqueue, but it's not commonly used.
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return SCE_ERROR_AUDIO_CHANNEL_BUSY;
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}
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}
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if (chan.sampleAddress == 0) {
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return ret;
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}
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if (chan.format == PSP_AUDIO_FORMAT_STEREO)
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{
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const u32 totalSamples = chan.sampleCount * 2;
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if (IS_LITTLE_ENDIAN)
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{
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s16 *sampleData = (s16 *) Memory::GetPointer(chan.sampleAddress);
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// Walking a pointer for speed. But let's make sure we wouldn't trip on an invalid ptr.
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if (Memory::IsValidAddress(chan.sampleAddress + (totalSamples - 1) * sizeof(s16)))
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{
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for (u32 i = 0; i < totalSamples; i++)
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chan.sampleQueue.push(*sampleData++);
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}
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}
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else
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{
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for (u32 i = 0; i < totalSamples; i++)
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chan.sampleQueue.push((s16)Memory::Read_U16(chan.sampleAddress + sizeof(s16) * i));
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}
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}
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else if (chan.format == PSP_AUDIO_FORMAT_MONO)
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{
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for (u32 i = 0; i < chan.sampleCount; i++)
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{
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// Expand to stereo
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s16 sample = (s16)Memory::Read_U16(chan.sampleAddress + 2 * i);
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chan.sampleQueue.push(sample);
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chan.sampleQueue.push(sample);
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}
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}
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return ret;
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}
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static inline s16 clamp_s16(int i) {
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if (i > 32767)
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return 32767;
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if (i < -32768)
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return -32768;
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return i;
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}
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inline void __AudioWakeThreads(AudioChannel &chan, int step)
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{
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u32 error;
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for (size_t w = 0; w < chan.waitingThreads.size(); ++w)
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{
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AudioChannelWaitInfo &waitInfo = chan.waitingThreads[w];
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waitInfo.numSamples -= hwBlockSize;
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// If it's done (there will still be samples on queue) and actually still waiting, wake it up.
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if (waitInfo.numSamples <= 0 && __KernelGetWaitID(waitInfo.threadID, WAITTYPE_AUDIOCHANNEL, error) != 0)
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{
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// DEBUG_LOG(HLE, "Woke thread %i for some buffer filling", waitingThread);
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u32 ret = __KernelGetWaitValue(waitInfo.threadID, error);
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__KernelResumeThreadFromWait(waitInfo.threadID, ret);
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chan.waitingThreads.erase(chan.waitingThreads.begin() + w--);
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}
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}
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}
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void __AudioWakeThreads(AudioChannel &chan)
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{
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__AudioWakeThreads(chan, 0x7FFFFFFF);
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}
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// Mix samples from the various audio channels into a single sample queue.
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// This single sample queue is where __AudioMix should read from. If the sample queue is full, we should
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// just sleep the main emulator thread a little.
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void __AudioUpdate()
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{
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// Audio throttle doesn't really work on the PSP since the mixing intervals are so closely tied
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// to the CPU. Much better to throttle the frame rate on frame display and just throw away audio
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// if the buffer somehow gets full.
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s32 mixBuffer[hwBlockSize * 2];
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memset(mixBuffer, 0, sizeof(mixBuffer));
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for (int i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
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{
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if (!chans[i].reserved)
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continue;
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__AudioWakeThreads(chans[i], hwBlockSize);
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if (!chans[i].sampleQueue.size()) {
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// ERROR_LOG(HLE, "No queued samples, skipping channel %i", i);
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continue;
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}
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for (int s = 0; s < hwBlockSize; s++)
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{
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if (chans[i].sampleQueue.size() >= 2)
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{
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s16 sampleL = chans[i].sampleQueue.pop_front();
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s16 sampleR = chans[i].sampleQueue.pop_front();
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// The channel volume should be done here?
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mixBuffer[s * 2 + 0] += sampleL * (s32)chans[i].leftVolume >> 15;
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mixBuffer[s * 2 + 1] += sampleR * (s32)chans[i].rightVolume >> 15;
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}
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else
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{
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ERROR_LOG(HLE, "Channel %i buffer underrun at %i of %i", i, s, hwBlockSize);
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break;
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}
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}
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}
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if (g_Config.bEnableSound) {
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section.lock();
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if (outAudioQueue.room() >= hwBlockSize * 2) {
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// Push the mixed samples onto the output audio queue.
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for (int i = 0; i < hwBlockSize; i++) {
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s16 sampleL = clamp_s16(mixBuffer[i * 2 + 0]);
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s16 sampleR = clamp_s16(mixBuffer[i * 2 + 1]);
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outAudioQueue.push((s16)sampleL);
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outAudioQueue.push((s16)sampleR);
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}
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} else {
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// This happens quite a lot. There's still something slightly off
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// about the amount of audio we produce.
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DEBUG_LOG(HLE, "Audio outbuffer overrun! room = %i / %i", outAudioQueue.room(), (u32)outAudioQueue.capacity());
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}
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section.unlock();
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}
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}
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void __AudioSetOutputFrequency(int freq)
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{
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WARN_LOG(HLE, "Switching audio frequency to %i", freq);
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mixFrequency = freq;
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}
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// numFrames is number of stereo frames.
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// This is called from *outside* the emulator thread.
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int __AudioMix(short *outstereo, int numFrames)
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{
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// TODO: if mixFrequency != the actual output frequency, resample!
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section.lock();
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int underrun = -1;
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s16 sampleL = 0;
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s16 sampleR = 0;
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bool anythingToPlay = false;
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for (int i = 0; i < numFrames; i++) {
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if (outAudioQueue.size() >= 2)
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{
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sampleL = outAudioQueue.pop_front();
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sampleR = outAudioQueue.pop_front();
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outstereo[i * 2 + 0] = sampleL;
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outstereo[i * 2 + 1] = sampleR;
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anythingToPlay = true;
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} else {
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if (underrun == -1) underrun = i;
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outstereo[i * 2 + 0] = sampleL; // repeat last sample, can reduce clicking
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outstereo[i * 2 + 1] = sampleR; // repeat last sample, can reduce clicking
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}
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}
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if (anythingToPlay && underrun >= 0) {
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DEBUG_LOG(HLE, "Audio out buffer UNDERRUN at %i of %i", underrun, numFrames);
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} else {
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// DEBUG_LOG(HLE, "No underrun, mixed %i samples fine", numFrames);
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}
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section.unlock();
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return underrun >= 0 ? underrun : numFrames;
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}
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