DSP: Copy audio dma samples one block at a time
Reverts9f8e1e2a0d
, but keeps the changes frome4e44909d5
. This fixes missing audio in Datel titles; see https://bugs.dolphin-emu.org/issues/12281.
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@ -418,7 +418,7 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
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bool already_enabled = state.audio_dma.AudioDMAControl.Enable;
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state.audio_dma.AudioDMAControl.Hex = val;
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// Only load new values if were not already doing a DMA transfer,
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// Only load new values if we're not already doing a DMA transfer,
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// otherwise just let the new values be autoloaded in when the
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// current transfer ends.
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if (!already_enabled && state.audio_dma.AudioDMAControl.Enable)
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@ -429,10 +429,6 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
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INFO_LOG_FMT(AUDIO_INTERFACE, "Audio DMA configured: {} blocks from {:#010x}",
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state.audio_dma.AudioDMAControl.NumBlocks, state.audio_dma.SourceAddress);
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// We make the samples ready as soon as possible
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void* address = Memory::GetPointer(state.audio_dma.SourceAddress);
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AudioCommon::SendAIBuffer((short*)address, state.audio_dma.AudioDMAControl.NumBlocks * 8);
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// TODO: need hardware tests for the timing of this interrupt.
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// Sky Crawlers crashes at boot if this is scheduled less than 87 cycles in the future.
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// Other Namco games crash too, see issue 9509. For now we will just push it to 200 cycles
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@ -524,6 +520,8 @@ void UpdateAudioDMA()
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// Read audio at g_audioDMA.current_source_address in RAM and push onto an
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// external audio fifo in the emulator, to be mixed with the disc
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// streaming output.
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void* address = Memory::GetPointer(state.audio_dma.current_source_address);
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AudioCommon::SendAIBuffer(reinterpret_cast<short*>(address), 8);
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if (state.audio_dma.remaining_blocks_count != 0)
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{
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@ -536,12 +534,6 @@ void UpdateAudioDMA()
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state.audio_dma.current_source_address = state.audio_dma.SourceAddress;
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state.audio_dma.remaining_blocks_count = state.audio_dma.AudioDMAControl.NumBlocks;
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if (state.audio_dma.remaining_blocks_count != 0)
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{
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// We make the samples ready as soon as possible
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void* address = Memory::GetPointer(state.audio_dma.SourceAddress);
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AudioCommon::SendAIBuffer((short*)address, state.audio_dma.AudioDMAControl.NumBlocks * 8);
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}
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GenerateDSPInterrupt(DSP::INT_AID);
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}
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}
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