BizHawk/BizHawk.Emulation.Common/Sound/Utilities/BufferedAsync.cs

84 lines
3.0 KiB
C#

using System.Collections.Generic;
namespace BizHawk.Emulation.Common
{
// Generates SEMI-synchronous sound, or "buffered asynchronous" sound.
// This class will try as hard as it can to request the correct number of samples on each frame and then
// send them out to the sound card as it needs them.
// However, it has minimum/maximum buffer targets and will request smaller or larger frames if it has to.
// The ultimate goal of this strategy is to make MOST frames 100% correct, and if errors must occur,
// concentrate it on a single frame, rather than distribute small errors across most frames, as
// distributing error to most frames tends to result in persistently distorted audio, especially when
// sample playback is involved.
/*
* Why use this, when each core has it's own Async sound output?
*
* It is true that each emulation core provides its own async sound output, either through directly
* rendering to arbitrary buffers (pce not turbocd, sms), or using one of the metaspus (nes, turbocd).
*
* Unfortunately, the vecna metaspu is not perfect, and for maintaining near-realtime playback (the usual
* situation which we want to optimize for), it simply sounds better with a BufferedAsync on top of it.
*
* TODO: BufferedAsync has some hard coded parameters that assume FPS = 60. make that more generalized.
* TODO: For systems that _really_ don't need BufferedAsync (pce not turbocd, sms), make a way to signal
* that and then bypass the BufferedAsync.
*/
public sealed class BufferedAsync : ISoundProvider
{
public ISoundProvider BaseSoundProvider;
readonly Queue<short> buffer = new Queue<short>(4096);
private int SamplesInOneFrame = 1470;
private int TargetExtraSamples = 882;
const int MaxExcessSamples = 4096;
/// <summary>
/// recalculates some internal parameters based on the IEmulator's framerate
/// </summary>
public void RecalculateMagic(double framerate)
{
// ceiling instead of floor here is very important (magic)
SamplesInOneFrame = 2 * (int)System.Math.Ceiling((44100.0 / framerate));
//TargetExtraSamples = ;// complete guess
}
public void DiscardSamples()
{
if (BaseSoundProvider != null)
BaseSoundProvider.DiscardSamples();
}
public int MaxVolume { get; set; }
public void GetSamples(short[] samples)
{
int samplesToGenerate = SamplesInOneFrame;
if (buffer.Count > samples.Length + MaxExcessSamples)
samplesToGenerate = 0;
if (buffer.Count - samples.Length < TargetExtraSamples)
samplesToGenerate += SamplesInOneFrame;
if (samplesToGenerate + buffer.Count < samples.Length)
samplesToGenerate = samples.Length - buffer.Count;
var mySamples = new short[samplesToGenerate];
BaseSoundProvider.GetSamples(mySamples);
foreach (short s in mySamples)
{
buffer.Enqueue(s);
}
for (int i = 0; i < samples.Length; i++)
{
samples[i] = buffer.Dequeue();
}
}
}
}