mirror of
https://github.com/libretro/ppsspp.git
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234 lines
6.6 KiB
C++
234 lines
6.6 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 "FixedSizeQueue.h"
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#include "Common/Thread.h"
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// While buffers == MAX_BUFFERS, block on blocking write
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// non-blocking writes will return busy, I guess
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#define MAX_BUFFERS 2
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#define MIN_BUFFERS 1
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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 = 480;
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const int hostAttemptBlockSize = 64;
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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.
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const int chanQueueMaxSizeFactor = 2;
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const int chanQueueMinSizeFactor = 1;
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FixedSizeQueue<s16, hwBlockSize * 8> 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), 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), 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 < 8; i++)
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chans[i].clear();
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}
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void __AudioShutdown()
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{
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for (int i = 0; i < 8; 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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section.lock();
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if (chan.sampleAddress == 0)
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return SCE_ERROR_AUDIO_NOT_OUTPUT;
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if (chan.sampleQueue.size() > chan.sampleCount*2*chanQueueMaxSizeFactor) {
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// Block!
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if (blocking) {
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chan.waitingThread = __KernelGetCurThread();
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// WARNING: This changes currentThread so must grab waitingThread before (line above).
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__KernelWaitCurThread(WAITTYPE_AUDIOCHANNEL, (SceUID)chanNum, 0, 0, false);
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section.unlock();
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return 0;
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}
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else
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{
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chan.waitingThread = 0;
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return SCE_ERROR_AUDIO_CHANNEL_BUSY;
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}
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}
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if (chan.format == PSP_AUDIO_FORMAT_STEREO)
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{
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for (u32 i = 0; i < chan.sampleCount * 2; i++)
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{
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chan.sampleQueue.push((s16)Memory::Read_U16(chan.sampleAddress + 2 * 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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section.unlock();
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return 0;
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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 < MAX_CHANNEL; i++)
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{
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if (!chans[i].reserved)
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continue;
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if (!chans[i].sampleQueue.size()) {
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// DEBUG_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.front();
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s16 sampleR = chans[i].sampleQueue.front();
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chans[i].sampleQueue.pop();
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chans[i].sampleQueue.pop();
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mixBuffer[s * 2] += sampleL;
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mixBuffer[s * 2 + 1] += sampleR;
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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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if (chans[i].sampleQueue.size() < chans[i].sampleCount * 2 * chanQueueMinSizeFactor)
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{
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// Ask the thread to send more samples until next time, queue is being drained.
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if (chans[i].waitingThread) {
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SceUID waitingThread = chans[i].waitingThread;
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chans[i].waitingThread = 0;
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// DEBUG_LOG(HLE, "Woke thread %i for some buffer filling", waitingThread);
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__KernelResumeThreadFromWait(waitingThread);
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}
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}
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}
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section.lock();
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if (g_Config.bEnableSound && 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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s32 sampleL = mixBuffer[i * 2] >> 2; // TODO - what factor?
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s32 sampleR = mixBuffer[i * 2 + 1] >> 2;
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outAudioQueue.push((s16)sampleL);
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outAudioQueue.push((s16)sampleR);
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}
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}
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section.unlock();
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}
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void __AudioSetOutputFrequency(int freq)
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{
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mixFrequency = freq;
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}
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// numFrames is number of stereo frames.
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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.front();
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outAudioQueue.pop();
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sampleR = outAudioQueue.front();
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outAudioQueue.pop();
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outstereo[i * 2] = 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] = 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 numFrames;
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}
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