Increase Audio DMA Interrupt delay to 200 cycles.

We really need hardware tests for this one. But this will do as a
quick fix for issue 9509 for 5.0
This commit is contained in:
Scott Mansell 2016-05-09 14:16:32 +12:00
parent 1e1fce1a03
commit 2c95cf0f5a
1 changed files with 9 additions and 2 deletions

View File

@ -428,10 +428,17 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
g_audioDMA.current_source_address = g_audioDMA.SourceAddress;
g_audioDMA.remaining_blocks_count = g_audioDMA.AudioDMAControl.NumBlocks;
INFO_LOG(AUDIO_INTERFACE, "Audio DMA configured: %i blocks from 0x%08x",
g_audioDMA.AudioDMAControl.NumBlocks, g_audioDMA.SourceAddress);
// We make the samples ready as soon as possible
void *address = Memory::GetPointer(g_audioDMA.SourceAddress);
AudioCommon::SendAIBuffer((short*)address, g_audioDMA.AudioDMAControl.NumBlocks * 8);
CoreTiming::ScheduleEvent(80, et_GenerateDSPInterrupt, INT_AID);
// TODO: need hardware tests for the timing of this interrupt.
// Sky Crawlers crashes at boot if this is scheduled less than 87 cycles in the future.
// Other Namco games crash too, see issue 9509. For now we will just push it to 200 cycles
CoreTiming::ScheduleEvent(200, et_GenerateDSPInterrupt, INT_AID);
}
})
);
@ -481,7 +488,7 @@ static void GenerateDSPInterrupt(u64 DSPIntType, s64 cyclesLate)
// CALLED FROM DSP EMULATOR, POSSIBLY THREADED
void GenerateDSPInterruptFromDSPEmu(DSPInterruptType type)
{
// TODO: Maybe rethink this? ScheduleEvent_Threadsafe has unpredictable timing.
// TODO: Maybe rethink this? ScheduleEvent_Threadsafe_Immediate has unpredictable timing.
CoreTiming::ScheduleEvent_Threadsafe_Immediate(et_GenerateDSPInterrupt, type);
}