示例#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 (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();
	}
	
}
示例#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 (int 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();
				// The channel volume should be done here?
				mixBuffer[s * 2 + 0] += sampleL * (s32)chans[i].leftVolume >> 15;
				mixBuffer[s * 2 + 1] += sampleR * (s32)chans[i].rightVolume >> 15;
			} 
			else
			{
				ERROR_LOG(HLE, "Channel %i buffer underrun at %i of %i", i, s, hwBlockSize);
				break;
			}
		}
示例#3
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.
	bool firstChannel = true;

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

		__AudioWakeThreads(chans[i], 0, hwBlockSize);

		if (!chans[i].sampleQueue.size()) {
			continue;
		}

		if (hwBlockSize * 2 > chans[i].sampleQueue.size()) {
			ERROR_LOG(SCEAUDIO, "Channel %i buffer underrun at %i of %i", i, (int)chans[i].sampleQueue.size() / 2, hwBlockSize);
		}

		const s16 *buf1 = 0, *buf2 = 0;
		size_t sz1, sz2;

		chans[i].sampleQueue.popPointers(hwBlockSize * 2, &buf1, &sz1, &buf2, &sz2);

		if (firstChannel) {
			for (size_t s = 0; s < sz1; s++)
				mixBuffer[s] = buf1[s];
			if (buf2) {
				for (size_t s = 0; s < sz2; s++)
					mixBuffer[s + sz1] = buf2[s];
			}
			firstChannel = false;
		} else {
			for (size_t s = 0; s < sz1; s++)
				mixBuffer[s] += buf1[s];
			if (buf2) {
				for (size_t s = 0; s < sz2; s++)
					mixBuffer[s + sz1] += buf2[s];
			}
		}
	}

	if (firstChannel) {
		memset(mixBuffer, 0, hwBlockSize * 2 * sizeof(s32));
	}

	if (g_Config.bEnableSound) {
		lock_guard guard(section);
		if (outAudioQueue.room() >= hwBlockSize * 2) {
			s16 *buf1 = 0, *buf2 = 0;
			size_t sz1, sz2;
			outAudioQueue.pushPointers(hwBlockSize * 2, &buf1, &sz1, &buf2, &sz2);
			for (size_t s = 0; s < sz1; s++)
				buf1[s] = clamp_s16(mixBuffer[s]);
			if (buf2) {
				for (size_t s = 0; s < sz2; s++)
					buf2[s] = clamp_s16(mixBuffer[s + sz1]);
			}
		} else {
			// This happens quite a lot. There's still something slightly off
			// about the amount of audio we produce.
		}
	}
}
示例#4
0
void __AudioWakeThreads(AudioChannel &chan, int result) {
	__AudioWakeThreads(chan, result, 0x7FFFFFFF);
}
示例#5
0
void AudioChannel::reset()
{
    __AudioWakeThreads(*this, SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED);
    clear();
}
示例#6
0
文件: sceAudio.cpp 项目: CPkmn/ppsspp
void AudioChannel::reset()
{
	__AudioWakeThreads(*this);
	clear();
}
示例#7
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.
	bool firstChannel = true;

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

		__AudioWakeThreads(chans[i], 0, hwBlockSize);

		if (!chans[i].sampleQueue.size()) {
			continue;
		}

		if (hwBlockSize * 2 > (int)chans[i].sampleQueue.size()) {
			ERROR_LOG(SCEAUDIO, "Channel %i buffer underrun at %i of %i", i, (int)chans[i].sampleQueue.size() / 2, hwBlockSize);
		}

		const s16 *buf1 = 0, *buf2 = 0;
		size_t sz1, sz2;

		chans[i].sampleQueue.popPointers(hwBlockSize * 2, &buf1, &sz1, &buf2, &sz2);

		if (firstChannel) {
			for (size_t s = 0; s < sz1; s++)
				mixBuffer[s] = buf1[s];
			if (buf2) {
				for (size_t s = 0; s < sz2; s++)
					mixBuffer[s + sz1] = buf2[s];
			}
			firstChannel = false;
		} else {
			// Surprisingly hard to SIMD efficiently on SSE2 due to lack of 16-to-32-bit sign extension. NEON should be straight-forward though, and SSE4.1 can do it nicely.
			// Actually, the cmple/pack trick should work fine...
			for (size_t s = 0; s < sz1; s++)
				mixBuffer[s] += buf1[s];
			if (buf2) {
				for (size_t s = 0; s < sz2; s++)
					mixBuffer[s + sz1] += buf2[s];
			}
		}
	}

	if (firstChannel) {
		// Nothing was written above, let's memset.
		memset(mixBuffer, 0, hwBlockSize * 2 * sizeof(s32));
	}

	if (g_Config.bEnableSound) {
		resampler.PushSamples(mixBuffer, hwBlockSize);
#ifndef MOBILE_DEVICE
		if (!m_logAudio) {
			if (g_Config.bDumpAudio) {
				std::string audio_file_name = GetSysDirectory(DIRECTORY_AUDIO) + "audiodump.wav";
				// Create the path just in case it doesn't exist
				File::CreateDir(GetSysDirectory(DIRECTORY_AUDIO));
				File::CreateEmptyFile(audio_file_name);
				__StartLogAudio(audio_file_name);
			}
		} else {
			if (g_Config.bDumpAudio) {
				for (int i = 0; i < hwBlockSize * 2; i++) {
					clampedMixBuffer[i] = clamp_s16(mixBuffer[i]);
				}
				g_wave_writer.AddStereoSamples(clampedMixBuffer, hwBlockSize);
			} else {
				__StopLogAudio();
			}
		}
#endif
	}
}
示例#8
0
void __AudioWakeThreads(AudioChannel &chan)
{
	__AudioWakeThreads(chan, 0x7FFFFFFF);
}