mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-25 18:35:37 +00:00
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
This commit is contained in:
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a1fefe870c
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@ -34,19 +34,19 @@ namespace AudioCommon
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mixer = new CMixer();
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std::string backend = ac_Config.sBackend;
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if (backend == BACKEND_COREAUDIO && CoreAudioSound::isValid())
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soundStream = new CoreAudioSound(mixer);
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if (backend == BACKEND_DIRECTSOUND && DSound::isValid())
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soundStream = new DSound(mixer, g_dspInitialize.hWnd);
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if (backend == BACKEND_AOSOUND && AOSound::isValid())
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soundStream = new AOSound(mixer);
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if (backend == BACKEND_OPENAL && OpenALStream::isValid())
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if (backend == BACKEND_OPENAL && OpenALStream::isValid())
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soundStream = new OpenALStream(mixer);
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if (backend == BACKEND_ALSA && AlsaSound::isValid())
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else if (backend == BACKEND_DIRECTSOUND && DSound::isValid())
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soundStream = new DSound(mixer, g_dspInitialize.hWnd);
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else if (backend == BACKEND_AOSOUND && AOSound::isValid())
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soundStream = new AOSound(mixer);
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else if (backend == BACKEND_ALSA && AlsaSound::isValid())
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soundStream = new AlsaSound(mixer);
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if (backend == BACKEND_PULSEAUDIO && PulseAudio::isValid())
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else if (backend == BACKEND_COREAUDIO && CoreAudioSound::isValid())
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soundStream = new CoreAudioSound(mixer);
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else if (backend == BACKEND_PULSEAUDIO && PulseAudio::isValid())
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soundStream = new PulseAudio(mixer);
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if (backend == BACKEND_NULL && NullSound::isValid())
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else if (backend == BACKEND_NULL && NullSound::isValid())
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soundStream = new NullSound(mixer);
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if (soundStream != NULL)
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@ -60,12 +60,10 @@ namespace AudioCommon
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soundStream->StartLogAudio(FULL_DUMP_DIR g_Config.recordFile);
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}
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*/
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return soundStream;
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}
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PanicAlert("Could not initialize backend %s, falling back to NULL", backend.c_str());
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}
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PanicAlert("Sound backend %s is not valid, falling back to NULL", backend.c_str());
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delete soundStream;
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@ -77,7 +75,7 @@ namespace AudioCommon
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void ShutdownSoundStream()
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{
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NOTICE_LOG(DSPHLE, "Shutting down sound stream");
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INFO_LOG(DSPHLE, "Shutting down sound stream");
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if (soundStream)
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{
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@ -94,16 +92,16 @@ namespace AudioCommon
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{
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std::vector<std::string> backends;
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if (CoreAudioSound::isValid())
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backends.push_back(BACKEND_COREAUDIO);
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if (DSound::isValid())
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backends.push_back(BACKEND_DIRECTSOUND);
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if (AOSound::isValid())
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backends.push_back(BACKEND_AOSOUND);
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if (OpenALStream::isValid())
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backends.push_back(BACKEND_OPENAL);
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if (AOSound::isValid())
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backends.push_back(BACKEND_AOSOUND);
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if (AlsaSound::isValid())
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backends.push_back(BACKEND_ALSA);
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if (CoreAudioSound::isValid())
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backends.push_back(BACKEND_COREAUDIO);
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if (PulseAudio::isValid())
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backends.push_back(BACKEND_PULSEAUDIO);
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if (NullSound::isValid())
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@ -81,9 +81,6 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
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sample_queue.push((s16)0);
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}
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push_sync.Leave();
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static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
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static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
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static int acc=0;
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#ifdef _WIN32
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if (GetAsyncKeyState(VK_TAB))
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@ -113,6 +110,23 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
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// -----------------------------------------------------------------------
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push_sync.Enter();
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while (num_stereo_samples)
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{
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sample_queue.push(Common::swap16(*samples));
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samples++;
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sample_queue.push(Common::swap16(*samples));
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samples++;
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m_queueSize += 2;
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num_stereo_samples--;
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}
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push_sync.Leave();
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return;
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/*
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static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
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static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
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static int acc=0;
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while (num_stereo_samples) {
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acc += core_sample_rate;
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while (num_stereo_samples && (acc >= 48000)) {
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@ -170,6 +184,8 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
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m_queueSize += 2;
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}
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push_sync.Leave();
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*/
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}
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int CMixer::GetNumSamples()
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@ -29,7 +29,17 @@
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class CMixer {
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public:
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CMixer() : m_sampleRate(48000),m_bits(16),m_channels(2), m_mode(2), m_HLEready(false),m_queueSize(0) {}
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// AyuanX: Mixer sample rate is fixed to 32khz for now
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// if any game sets DSP sample rate to 48khz, we are doomed
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// TODO: Fix this somehow!
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CMixer(unsigned int SampleRate = 32000)
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: m_sampleRate(SampleRate)
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, m_bits(16)
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, m_channels(2)
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, m_mode(2)
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, m_HLEready(false)
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, m_queueSize(0)
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{}
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// Called from audio threads
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virtual int Mix(short *sample, int numSamples);
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@ -60,7 +60,7 @@ union AICR
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unsigned AIINTVLD : 1; // This bit controls whether AIINT is affected by the AIIT register
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// matching AISLRCNT. Once set, AIINT will hold
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unsigned SCRESET : 1; // write to reset counter
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unsigned DSPFR : 1; // DSP Frequency (0=32khz 1=48khz)
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unsigned DSPFR : 1; // DSP Frequency (0=48khz 1=32khz) WTF, who designed this?
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unsigned :25;
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};
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u32 hex;
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@ -181,9 +181,8 @@ void Write32(const u32 _Value, const u32 _Address)
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g_AudioRegister.m_Control.DSPFR = tmpAICtrl.DSPFR;
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}
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g_SampleRate = tmpAICtrl.AFR ? 32000 : 48000;
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g_SampleRate = tmpAICtrl.AFR ? 48000 : 32000;
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g_DSPSampleRate = tmpAICtrl.DSPFR ? 32000 : 48000;
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// PanicAlert("Sample rate %i %i", g_Aui, g_SampleRate);
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g_CPUCyclesPerSample = SystemTimers::GetTicksPerSecond() / g_SampleRate;
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@ -276,29 +275,49 @@ u32 Callback_GetStreaming(short* _pDestBuffer, u32 _numSamples)
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const int lvolume = g_AudioRegister.m_Volume.leftVolume;
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const int rvolume = g_AudioRegister.m_Volume.rightVolume;
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// AyuanX: I hate this, but for now we have to do down-sampling to support 48khz
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if (g_SampleRate == 48000)
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{
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_dbg_assert_msg_(AUDIO_INTERFACE, !(_numSamples % 2), "Number of Samples: %i must be even!", _numSamples);
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_numSamples = _numSamples * 3 / 2;
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}
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short pcm_l = 0;
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short pcm_r = 0;
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for (unsigned int i = 0; i < _numSamples; i++)
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{
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if (pos == 0)
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{
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ReadStreamBlock(pcm);
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}
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*_pDestBuffer++ = (pcm[pos*2] * lvolume) >> 8;
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*_pDestBuffer++ = (pcm[pos*2+1] * rvolume) >> 8;
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pos++;
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if (pos == 28)
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if (g_SampleRate == 48000)
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{
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pos = 0;
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if (i % 3)
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{
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*_pDestBuffer++ = ((pcm_l / 2 + pcm[pos*2] / 2) * lvolume) >> 8;
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*_pDestBuffer++ = ((pcm_r / 2 + pcm[pos*2+1] / 2) * rvolume) >> 8;
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}
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pcm_l = pcm[pos*2];
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pcm_r = pcm[pos*2+1];
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}
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else
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{
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*_pDestBuffer++ = (pcm[pos*2] * lvolume) >> 8;
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*_pDestBuffer++ = (pcm[pos*2+1] * rvolume) >> 8;
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}
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if (++pos == 28)
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pos = 0;
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}
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}
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else
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{
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// AyuanX: We have already preset those bytes, no need to do this again
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/*
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for (unsigned int i = 0; i < _numSamples * 2; i++)
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{
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_pDestBuffer[i] = 0; //silence!
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}
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*/
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}
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return _numSamples;
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@ -63,16 +63,17 @@ enum
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AR_SIZE = 0x5012, // These names are a good guess at best
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AR_MODE = 0x5016, //
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AR_REFRESH = 0x501a, //
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AUDIO_DMA_START_HI = 0x5030,
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AUDIO_DMA_START_LO = 0x5032,
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AUDIO_DMA_CONTROL_LEN = 0x5036,
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AUDIO_DMA_BLOCKS_LEFT = 0x503A,
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AR_DMA_MMADDR_H = 0x5020,
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AR_DMA_MMADDR_L = 0x5022,
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AR_DMA_ARADDR_H = 0x5024,
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AR_DMA_ARADDR_L = 0x5026,
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AR_DMA_CNT_H = 0x5028,
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AR_DMA_CNT_L = 0x502A
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AR_DMA_CNT_L = 0x502A,
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AUDIO_DMA_START_HI = 0x5030,
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AUDIO_DMA_START_LO = 0x5032,
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AUDIO_DMA_BLOCKS_LENGTH = 0x5034, // Ever used?
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AUDIO_DMA_CONTROL_LEN = 0x5036,
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AUDIO_DMA_BLOCKS_LEFT = 0x503A,
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};
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// UARAMCount
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@ -128,7 +129,7 @@ union UAudioDMAControl
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struct
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{
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unsigned NumBlocks : 15;
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unsigned Reload : 1;
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unsigned Enable : 1;
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};
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UAudioDMAControl(u16 _Hex = 0) : Hex(_Hex)
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@ -378,6 +379,27 @@ void Write16(const u16 _Value, const u32 _Address)
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g_dspState.DSPControl.DSPHalt = tmpControl.DSPHalt;
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g_dspState.DSPControl.DSPInit = tmpControl.DSPInit;
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// AyuanX: WTF, sample rate between AI & DSP can be different?
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// This is a big problem especially when our mixer is fixed to 32000
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// TODO: Try to support these!
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// More info: AudioCommon/Mixer.h, HW/AudioInterface.cpp
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static bool FirstTimeWarning = false;
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if (!FirstTimeWarning)
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{
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if (!g_dspState.DSPControl.DSPHalt && g_dspState.DSPControl.DSPInit)
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{
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// It's time to check now, and we do this only once
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FirstTimeWarning = true;
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if (AudioInterface::GetAISampleRate() != 32000 || AudioInterface::GetDSPSampleRate() != 32000)
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{
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WARN_LOG(DSPINTERFACE, "Unsupported Sample Rate, AI:%i, DSP:%i", AudioInterface::GetAISampleRate(), AudioInterface::GetDSPSampleRate());
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if (AudioInterface::GetDSPSampleRate() != 32000)
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PanicAlert("DSPINTERFACE: Unsupported Sample Rate, AI:%i, DSP:%i\n"
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"You may get incorrect sound output, please report!", AudioInterface::GetAISampleRate(), AudioInterface::GetDSPSampleRate());
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}
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}
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}
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// Interrupt (mask)
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g_dspState.DSPControl.AID_mask = tmpControl.AID_mask;
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g_dspState.DSPControl.ARAM_mask = tmpControl.ARAM_mask;
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@ -457,8 +479,8 @@ void Write16(const u16 _Value, const u32 _Address)
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case AUDIO_DMA_CONTROL_LEN: // called by AIStartDMA()
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g_audioDMA.AudioDMAControl.Hex = _Value;
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
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break;
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@ -475,7 +497,7 @@ void Write16(const u16 _Value, const u32 _Address)
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// This happens at 4 khz, since 32 bytes at 4khz = 4 bytes at 32 khz (16bit stereo pcm)
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void UpdateAudioDMA()
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{
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if (g_audioDMA.BlocksLeft)
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if (g_audioDMA.AudioDMAControl.Enable && g_audioDMA.BlocksLeft)
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{
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// Read audio at g_audioDMA.ReadAddress in RAM and push onto an
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// external audio fifo in the emulator, to be mixed with the disc
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@ -486,11 +508,8 @@ void UpdateAudioDMA()
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g_audioDMA.BlocksLeft--;
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if (g_audioDMA.BlocksLeft == 0)
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{
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if (g_audioDMA.AudioDMAControl.Reload)
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{
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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}
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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// DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress);
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GenerateDSPInterrupt(DSP::INT_AID);
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}
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@ -58,3 +58,9 @@ float Memory_Read_Float(u32 _uAddress)
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u32 uTemp = Memory_Read_U32(_uAddress);
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return *(float*)&uTemp;
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}
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void* Memory_Get_Pointer(u32 _uAddress)
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{
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_uAddress &= RAM_MASK;
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return &g_pMemory[_uAddress];
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}
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@ -43,6 +43,7 @@ u8 Memory_Read_U8(u32 _uAddress);
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u16 Memory_Read_U16(u32 _uAddress);
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u32 Memory_Read_U32(u32 _uAddress);
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float Memory_Read_Float(u32 _uAddress);
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void* Memory_Get_Pointer(u32 _uAddress);
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extern PLUGIN_GLOBALS* globals;
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@ -332,8 +332,10 @@ void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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}
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CMixer* pMixer = soundStream->GetMixer();
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if (pMixer)
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if (pMixer && address)
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{
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short* samples = (short*)Memory_Get_Pointer(address);
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/*
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short samples[16] = {0}; // interleaved stereo
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if (address)
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{
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@ -346,7 +348,7 @@ void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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//if (log_ai)
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// g_wave_writer.AddStereoSamples(samples, 8);
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}
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*/
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// sample_rate is usually 32k here,
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// see Core/DSP/DSP.cpp for better information
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pMixer->PushSamples(samples, 32 / 4, sample_rate);
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@ -105,6 +105,11 @@ void DSPConfigDialogLLE::AddBackend(const char* backend)
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#endif
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}
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void DSPConfigDialogLLE::ClearBackends()
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{
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m_BackendSelection->Clear();
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}
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DSPConfigDialogLLE::~DSPConfigDialogLLE()
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{
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}
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@ -35,6 +35,7 @@ public:
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long style = wxDEFAULT_DIALOG_STYLE);
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virtual ~DSPConfigDialogLLE();
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void AddBackend(const char *backend);
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void ClearBackends();
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private:
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DECLARE_EVENT_TABLE();
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@ -145,6 +145,7 @@ void DllConfig(HWND _hParent)
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else if (!m_ConfigFrame->GetParent()->IsShown())
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m_ConfigFrame->Close(true);
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m_ConfigFrame->ClearBackends();
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// add backends
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std::vector<std::string> backends = AudioCommon::GetSoundBackends();
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