// 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(); } }
// 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; } }
// 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. } } }
void __AudioWakeThreads(AudioChannel &chan, int result) { __AudioWakeThreads(chan, result, 0x7FFFFFFF); }
void AudioChannel::reset() { __AudioWakeThreads(*this, SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED); clear(); }
void AudioChannel::reset() { __AudioWakeThreads(*this); clear(); }
// 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 } }
void __AudioWakeThreads(AudioChannel &chan) { __AudioWakeThreads(chan, 0x7FFFFFFF); }