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
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1e1fce1a03
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@ -428,10 +428,17 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
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g_audioDMA.current_source_address = g_audioDMA.SourceAddress;
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g_audioDMA.remaining_blocks_count = g_audioDMA.AudioDMAControl.NumBlocks;
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INFO_LOG(AUDIO_INTERFACE, "Audio DMA configured: %i blocks from 0x%08x",
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g_audioDMA.AudioDMAControl.NumBlocks, g_audioDMA.SourceAddress);
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// We make the samples ready as soon as possible
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void *address = Memory::GetPointer(g_audioDMA.SourceAddress);
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AudioCommon::SendAIBuffer((short*)address, g_audioDMA.AudioDMAControl.NumBlocks * 8);
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CoreTiming::ScheduleEvent(80, et_GenerateDSPInterrupt, INT_AID);
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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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CoreTiming::ScheduleEvent(200, et_GenerateDSPInterrupt, INT_AID);
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}
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})
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);
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@ -481,7 +488,7 @@ static void GenerateDSPInterrupt(u64 DSPIntType, s64 cyclesLate)
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// CALLED FROM DSP EMULATOR, POSSIBLY THREADED
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void GenerateDSPInterruptFromDSPEmu(DSPInterruptType type)
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{
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// TODO: Maybe rethink this? ScheduleEvent_Threadsafe has unpredictable timing.
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// TODO: Maybe rethink this? ScheduleEvent_Threadsafe_Immediate has unpredictable timing.
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CoreTiming::ScheduleEvent_Threadsafe_Immediate(et_GenerateDSPInterrupt, type);
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}
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