Example #1
0
// Mix samples from the various audio channels into a single sample queue.
// This single sample queue is where __AudioMix should read from. If the sample queue is full, we should
// just sleep the main emulator thread a little.
void __AudioUpdate()
{
	// Audio throttle doesn't really work on the PSP since the mixing intervals are so closely tied
	// to the CPU. Much better to throttle the frame rate on frame display and just throw away audio
	// if the buffer somehow gets full.

	s32 mixBuffer[hwBlockSize * 2];
	memset(mixBuffer, 0, sizeof(mixBuffer));

	for (int i = 0; i < PSP_AUDIO_CHANNEL_MAX; i++)
	{
		if (!chans[i].reserved)
			continue;
		if (!chans[i].sampleQueue.size()) {
			// ERROR_LOG(HLE, "No queued samples, skipping channel %i", i);
			continue;
		}

		for (int s = 0; s < hwBlockSize; s++)
		{
			if (chans[i].sampleQueue.size() >= 2)
			{
				s16 sampleL = chans[i].sampleQueue.pop_front();
				s16 sampleR = chans[i].sampleQueue.pop_front();
				mixBuffer[s * 2 + 0] += sampleL;
				mixBuffer[s * 2 + 1] += sampleR;
			} 
			else
			{
				ERROR_LOG(HLE, "Channel %i buffer underrun at %i of %i", i, s, hwBlockSize);
				break;
			}
		}

		if (chans[i].sampleQueue.size() < chans[i].sampleCount * 2 * chanQueueMinSizeFactor)
		{
			// Ask the thread to send more samples until next time, queue is being drained.
			if (chans[i].waitingThread) {
				SceUID waitingThread = chans[i].waitingThread;
				chans[i].waitingThread = 0;
				// DEBUG_LOG(HLE, "Woke thread %i for some buffer filling", waitingThread);
				__KernelResumeThreadFromWait(waitingThread, chans[i].sampleCount);
			}
		}
	}

	if (g_Config.bEnableSound) {
		section.lock();
		if (outAudioQueue.room() >= hwBlockSize * 2) {
			// Push the mixed samples onto the output audio queue.
			for (int i = 0; i < hwBlockSize; i++) {
				s32 sampleL = mixBuffer[i * 2 + 0] >> 2;  // TODO - what factor?
				s32 sampleR = mixBuffer[i * 2 + 1] >> 2;

				outAudioQueue.push((s16)sampleL);
				outAudioQueue.push((s16)sampleR);
			}
		} else {
Example #2
0
// Mix samples from the various audio channels into a single sample queue.
// This single sample queue is where __AudioMix should read from. If the sample queue is full, we should
// just sleep the main emulator thread a little.
void __AudioUpdate()
{
	// Audio throttle doesn't really work on the PSP since the mixing intervals are so closely tied
	// to the CPU. Much better to throttle the frame rate on frame display and just throw away audio
	// if the buffer somehow gets full.

	s32 mixBuffer[hwBlockSize * 2];
	memset(mixBuffer, 0, sizeof(mixBuffer));

	for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
	{
		if (!chans[i].reserved)
			continue;
		__AudioWakeThreads(chans[i], hwBlockSize);

		if (!chans[i].sampleQueue.size()) {
			// ERROR_LOG(HLE, "No queued samples, skipping channel %i", i);
			continue;
		}

		for (int s = 0; s < hwBlockSize; s++)
		{
			if (chans[i].sampleQueue.size() >= 2)
			{
				s16 sampleL = chans[i].sampleQueue.pop_front();
				s16 sampleR = chans[i].sampleQueue.pop_front();
				mixBuffer[s * 2 + 0] += sampleL;
				mixBuffer[s * 2 + 1] += sampleR;
			} 
			else
			{
				ERROR_LOG(HLE, "Channel %i buffer underrun at %i of %i", i, s, hwBlockSize);
				break;
			}
		}
	}

	if (g_Config.bEnableSound) {
		section.lock();
		if (outAudioQueue.room() >= hwBlockSize * 2) {
			// Push the mixed samples onto the output audio queue.
			for (int i = 0; i < hwBlockSize; i++) {
				s16 sampleL = clamp_s16(mixBuffer[i * 2 + 0]);
				s16 sampleR = clamp_s16(mixBuffer[i * 2 + 1]);

				outAudioQueue.push((s16)sampleL);
				outAudioQueue.push((s16)sampleR);
			}
		} else {
			// This happens quite a lot. There's still something slightly off
			// about the amount of audio we produce.
			DEBUG_LOG(HLE, "Audio outbuffer overrun! room = %i / %i", outAudioQueue.room(), (u32)outAudioQueue.capacity());
		}
		section.unlock();
	}
	
}