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Sound System Rework: Phase 2
. 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
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27 changed files with 358 additions and 314 deletions
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@ -33,7 +33,6 @@ DSPDebuggerHLE* m_DebuggerFrame = NULL;
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#include "Config.h"
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#include "Setup.h"
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#include "StringUtil.h"
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#include "AudioCommon.h"
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#include "LogManager.h"
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@ -42,8 +41,8 @@ PLUGIN_GLOBALS* globals = NULL;
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DSPInitialize g_dspInitialize;
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u8* g_pMemory;
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extern std::vector<std::string> sMailLog, sMailTime;
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bool g_bMuted = false;
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bool g_InitMixer = false;
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SoundStream *soundStream = NULL;
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// Mailbox utility
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@ -203,6 +202,7 @@ void DllConfig(HWND _hParent)
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void Initialize(void *init)
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{
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g_InitMixer = false;
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g_dspInitialize = *(DSPInitialize*)init;
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g_Config.Load();
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@ -211,10 +211,6 @@ void Initialize(void *init)
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g_dspState.Reset();
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CDSPHandler::CreateInstance();
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soundStream = AudioCommon::InitSoundStream(new HLEMixer());
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if(!soundStream)
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PanicAlert("Error starting up sound stream");
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}
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void DSP_StopSoundStream()
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@ -245,6 +241,7 @@ void Shutdown()
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void DoState(unsigned char **ptr, int mode)
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{
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PointerWrap p(ptr, mode);
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p.Do(g_InitMixer);
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CDSPHandler::GetInstance().GetUCode()->DoState(p);
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}
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@ -305,6 +302,19 @@ void DSP_WriteMailboxLow(bool _CPUMailbox, unsigned short _Value)
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// Other DSP fuctions
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unsigned short DSP_WriteControlRegister(unsigned short _Value)
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{
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UDSPControl Temp(_Value);
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if (!g_InitMixer)
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{
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if (!Temp.DSPHalt && Temp.DSPInit)
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{
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unsigned int AISampleRate, DSPSampleRate;
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g_dspInitialize.pGetSampleRate(AISampleRate, DSPSampleRate);
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soundStream = AudioCommon::InitSoundStream(new HLEMixer(AISampleRate, DSPSampleRate));
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if(!soundStream) PanicAlert("Error starting up sound stream");
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// Mixer is initialized
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g_InitMixer = true;
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}
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}
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return CDSPHandler::GetInstance().WriteControlRegister(_Value);
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}
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@ -324,44 +334,26 @@ void DSP_Update(int cycles)
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inside Mixer_PushSamples(), the reason that we don't disable this entire
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function when Other Audio is disabled is that then we can't turn it back on
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again once the game has started. */
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void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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void DSP_SendAIBuffer(unsigned int address, unsigned int num_samples, unsigned int sample_rate)
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{
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// TODO: This is not yet fully threadsafe.
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if (!soundStream) {
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if (!soundStream)
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return;
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}
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CMixer* pMixer = soundStream->GetMixer();
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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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for (int i = 0; i < 16; i++)
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{
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samples[i] = Memory_Read_U16(address + i * 2);
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}
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// FIXME: Write the audio to a file
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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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// sample_rate could be 32khz/48khz 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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pMixer->PushSamples(samples, num_samples, sample_rate);
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// FIXME: Write the audio to a file
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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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// SoundStream is updated only when necessary (there is no 70 ms limit
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// so each sample now triggers the sound stream)
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// TODO: think about this.
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static int counter = 0;
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counter++;
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if ((counter & 31) == 0 && soundStream)
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soundStream->Update();
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soundStream->Update();
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}
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void DSP_ClearAudioBuffer()
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