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https://github.com/dolphin-emu/dolphin.git
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9eea60ca69
. Performance boost (Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe) . Both 32KHz & 48KHz sound can be handled properly now (But up-sampling is still not implemented, and I don't think any game requires it.) . Strategy adjustment When your PC is *NOT* capable to run the game at 100%: >> DSound Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency) >> OpenAL Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up) . Changed default frame limit to: Auto (Somehow this can dramatically decrease the chance of wiimote desync in game NSMB) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
84 lines
2.4 KiB
C++
84 lines
2.4 KiB
C++
// Copyright (C) 2003 Dolphin 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.
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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 SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _MIXER_H_
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#define _MIXER_H_
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// 16 bit Stereo
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#define MAX_SAMPLES (1024 * 4)
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#define INDEX_MASK (MAX_SAMPLES * 2 - 1)
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#define RESERVED_SAMPLES (MAX_SAMPLES / 8)
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class CMixer {
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public:
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CMixer(unsigned int AISampleRate = 48000, unsigned int DSPSampleRate = 48000)
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: m_aiSampleRate(AISampleRate)
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, m_dspSampleRate(DSPSampleRate)
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, m_bits(16)
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, m_channels(2)
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, m_HLEready(false)
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, m_numSamples(0)
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, m_indexW(0)
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, m_indexR(0)
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{
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// AyuanX: When sample rate differs, we have to do re-sampling
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// I perfer speed so let's do down-sampling instead of up-sampling
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// If you like better sound than speed, feel free to implement the up-sampling code
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m_sampleRate = (m_aiSampleRate < m_dspSampleRate) ? m_aiSampleRate : m_dspSampleRate;
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}
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// Called from audio threads
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virtual unsigned int Mix(short* samples, unsigned int numSamples);
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virtual void Premix(short *samples, unsigned int numSamples, unsigned int sampleRate) {}
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unsigned int GetNumSamples();
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// Called from main thread
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virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate);
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unsigned int GetSampleRate() {return m_sampleRate;}
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void SetThrottle(bool use) { m_throttle = use;}
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void SetDTKMusic(bool use) { m_EnableDTKMusic = use;}
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// TODO: do we need this
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bool IsHLEReady() { return m_HLEready;}
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void SetHLEReady(bool ready) { m_HLEready = ready;}
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// ---------------------
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protected:
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unsigned int m_sampleRate;
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unsigned int m_aiSampleRate;
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unsigned int m_dspSampleRate;
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int m_bits;
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int m_channels;
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bool m_HLEready;
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bool m_EnableDTKMusic;
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bool m_throttle;
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short m_buffer[MAX_SAMPLES * 2];
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u32 m_indexW;
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u32 m_indexR;
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volatile u32 m_numSamples;
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private:
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};
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#endif // _MIXER_H_
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