DSP HLE: Fixed a sound problem with a new Setup.h option. For some reason all the SoundSyncEvent->Set() caused a lot of static for me in Wario Land.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2236 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson 2009-02-14 01:07:20 +00:00
parent 94ee9afdb2
commit 94583cbab0
17 changed files with 215 additions and 167 deletions

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@ -411,10 +411,6 @@
RelativePath=".\Src\Main.h"
>
</File>
<File
RelativePath=".\Src\Setup.h"
>
</File>
</Files>
<Globals>
</Globals>

View File

@ -1,23 +0,0 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
////////////////////////////////////////////////////////////////////////////////////////
// Build with music modification
// ¯¯¯¯¯¯¯¯¯
//#define MUSICMOD
//////////////////////////

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@ -18,7 +18,7 @@
////////////////////////////////////////////////////////////////////////////////////////
// File description
/* ッッッッッッッッッ
/* ¯¯¯¯¯¯¯¯¯¯¯¯
Compilation settings. This file can be kept on the ignore list in your SVN program. It
allows local optional settings depending on what works on your computer.
@ -29,7 +29,7 @@
////////////////////////////////////////////////////////////////////////////////////////
// Settings
// ッッッッッッッッッ
// ¯¯¯¯¯¯¯¯¯¯¯¯
// This may fix a problem with Stop and Start that I described in the comments to revision 2,139
//#define SETUP_FREE_PLUGIN_ON_BOOT
@ -37,4 +37,10 @@
// This may fix a semi-frequent hanging that occured when I used single core and render to main frame
//#define SETUP_AVOID_SINGLE_CORE_HANG_ON_STOP
//////////////////////////
// This may remove sound artifacts in Wario Land Shake It and perhaps other games
//#define SETUP_AVOID_SOUND_ARTIFACTS
// Build with music modification
//#define MUSICMOD
///////////////////////////

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@ -37,19 +37,31 @@ bool WaveFileWriter::Start(const char *filename)
if (!conv_buffer)
conv_buffer = new short[BUF_SIZE];
// Check if the file is already open
if (file)
{
PanicAlert("The file %s was alrady open, the file header will not be written.", filename);
return false;
}
file = fopen(filename, "wb");
if (!file)
{
PanicAlert("The file %s could not be opened for writing. Please check if it's already opened by another program.", filename);
return false;
}
// ---------------------------------------------------------
// Write file header
// ---------------
Write4("RIFF");
Write(100 * 1000 * 1000); // write big value in case the file gets truncated
Write4("WAVE");
Write4("fmt ");
Write(16); // size of fmt block
Write(0x00020001); //two channels, uncompressed
const u32 sample_rate = 32000;
//const u32 sample_rate = 32000;
const u32 sample_rate = 48000;
Write(sample_rate);
Write(sample_rate * 2 * 2); //two channels, 16bit
Write(0x00100004);
@ -58,8 +70,9 @@ bool WaveFileWriter::Start(const char *filename)
// We are now at offset 44
if (ftell(file) != 44)
PanicAlert("wrong offset: %i", ftell(file));
// ---------------------------
return true;
return true;
}
void WaveFileWriter::Stop()
@ -92,10 +105,8 @@ void WaveFileWriter::AddStereoSamples(const short *sample_data, int count)
if (skip_silence) {
bool all_zero = true;
for (int i = 0; i < count * 2; i++)
if (sample_data[i])
all_zero = false;
if (all_zero)
return;
if (sample_data[i]) all_zero = false;
if (all_zero) return;
}
fwrite(sample_data, count * 4, 1, file);
audio_size += count * 4;

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@ -37,7 +37,7 @@
//////////////////////////////////////////////////
// Music mod
// ¯¯¯¯¯¯¯¯¯¯
#include "../../../../Externals/MusicMod/Main/Src/Setup.h" // Define MUSICMOD here
#include "Setup.h" // Define MUSICMOD here
#ifdef MUSICMOD
#include "../../../../Externals/MusicMod/Main/Src/Main.h"
#endif

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@ -23,7 +23,7 @@
//////////////////////////////////////////////////
// Music mod
// ¯¯¯¯¯¯¯¯¯¯
#include "../../../../Externals/MusicMod/Main/Src/Setup.h" // Define MUSICMOD here
#include "Setup.h" // Define MUSICMOD here
#ifdef MUSICMOD
#include "../../../../Externals/MusicMod/Main/Src/Main.h"
#endif

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@ -57,7 +57,7 @@
#include "ConfigMain.h"
#include "Frame.h"
#include "CodeWindow.h"
#include "../../../Externals/MusicMod/Main/Src/Setup.h"
#include "Setup.h"
#ifdef MUSICMOD
#include "../../../Externals/MusicMod/Main/Src/Main.h" // MusicMod
#endif

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@ -22,7 +22,7 @@
#define _GLOBALS_H
#include "Common.h"
#include "../../../Externals/MusicMod/Main/Src/Setup.h" // Build with music modification. Define MUSICMOD here.
#include "Setup.h" // Build with music modification. Define MUSICMOD here.
// Constant Colors
const unsigned long COLOR_GRAY = 0xDCDCDC;

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@ -56,6 +56,7 @@ EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DolphinWX", "Core\DolphinWX\DolphinWX.vcproj", "{A72606EF-C5C1-4954-90AD-F0F93A8D97D9}"
ProjectSection(ProjectDependencies) = postProject
{48AD7E0A-25B1-4974-A1E3-03F8C438D34F} = {48AD7E0A-25B1-4974-A1E3-03F8C438D34F}
{D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8} = {D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8}
{0318BA30-EF48-441A-9E10-DC85EFAE39F0} = {0318BA30-EF48-441A-9E10-DC85EFAE39F0}
{8D612734-FAA5-4B8A-804F-4DEA2367D495} = {8D612734-FAA5-4B8A-804F-4DEA2367D495}
{71B16F46-0B00-4EDA-B253-D6D9D03A215C} = {71B16F46-0B00-4EDA-B253-D6D9D03A215C}
@ -301,6 +302,7 @@ Global
{D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8}.DebugFast|x64.ActiveCfg = DebugFast|x64
{D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8}.DebugFast|x64.Build.0 = DebugFast|x64
{D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8}.Release|Win32.ActiveCfg = Release|Win32
{D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8}.Release|Win32.Build.0 = Release|Win32
{D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8}.Release|x64.ActiveCfg = Release|x64
{33546D62-7F34-4EA6-A88E-D538B36E16BF}.Debug|Win32.ActiveCfg = Debug|Win32
{33546D62-7F34-4EA6-A88E-D538B36E16BF}.Debug|x64.ActiveCfg = Debug|x64

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@ -36,13 +36,11 @@ void CConfig::Load()
file.Get("Config", "EnableHLEAudio", &m_EnableHLEAudio, true); // Sound Settings
file.Get("Config", "EnableDTKMusic", &m_EnableDTKMusic, true);
file.Get("Config", "EnableThrottle", &m_EnableThrottle, true);
#ifdef _WIN32
file.Get("Config", "Backend", &temp, "DSound");
file.Get("Config", "Backend", &sBackend, "DSound");
#else
file.Get("Config", "Backend", &temp, "AOSound");
file.Get("Config", "Backend", &sBackend, "AOSound");
#endif
strncpy(sBackend, temp.c_str(), 16);
}
void CConfig::Save()
@ -52,7 +50,7 @@ void CConfig::Save()
file.Set("Config", "EnableHLEAudio", m_EnableHLEAudio); // Sound Settings
file.Set("Config", "EnableDTKMusic", m_EnableDTKMusic);
file.Set("Config", "EnableThrottle", m_EnableThrottle);
file.Set("Config", "Backend", sBackend);
file.Set("Config", "Backend", sBackend.c_str());
file.Save(FULL_CONFIG_DIR "DSP.ini");
}

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@ -25,7 +25,7 @@ struct CConfig
bool m_EnableHLEAudio;
bool m_EnableDTKMusic;
bool m_EnableThrottle;
char sBackend[10];
std::string sBackend;
CConfig();

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@ -42,14 +42,12 @@ ConfigDialog::ConfigDialog(wxWindow *parent, wxWindowID id, const wxString &titl
m_buttonEnableDTKMusic = new wxCheckBox(this, ID_ENABLE_DTK_MUSIC, wxT("Enable DTK Music"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_buttonEnableThrottle = new wxCheckBox(this, ID_ENABLE_THROTTLE, wxT("Enable Other Audio (Throttle)"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
wxStaticText *BackendText = new wxStaticText(this, wxID_ANY, wxT("Audio Backend"), wxDefaultPosition, wxDefaultSize, 0);
m_BackendSelection = new wxComboBox(this, ID_BACKEND, wxEmptyString, wxDefaultPosition, wxDefaultSize, wxArrayBackends, 0, wxDefaultValidator);
m_BackendSelection = new wxComboBox(this, ID_BACKEND, wxEmptyString, wxDefaultPosition, wxDefaultSize, wxArrayBackends, wxCB_READONLY, wxDefaultValidator);
// Update values
m_buttonEnableHLEAudio->SetValue(g_Config.m_EnableHLEAudio ? true : false);
m_buttonEnableDTKMusic->SetValue(g_Config.m_EnableDTKMusic ? true : false);
m_buttonEnableThrottle->SetValue(g_Config.m_EnableThrottle ? true : false);
m_BackendSelection->SetValue(wxString::FromAscii(g_Config.sBackend));
// Add tooltips
m_buttonEnableHLEAudio->SetToolTip(wxT("This is the most common sound type"));
@ -78,8 +76,12 @@ ConfigDialog::ConfigDialog(wxWindow *parent, wxWindowID id, const wxString &titl
this->SetSizerAndFit(sMain);
}
void ConfigDialog::AddBackend(const char* backend) {
// Add audio output options
void ConfigDialog::AddBackend(const char* backend)
{
m_BackendSelection->Append(wxString::FromAscii(backend));
// Update value
m_BackendSelection->SetValue(wxString::FromAscii(g_Config.sBackend.c_str()));
}
ConfigDialog::~ConfigDialog()
@ -91,7 +93,7 @@ void ConfigDialog::SettingsChanged(wxCommandEvent& event)
g_Config.m_EnableHLEAudio = m_buttonEnableHLEAudio->GetValue();
g_Config.m_EnableDTKMusic = m_buttonEnableDTKMusic->GetValue();
g_Config.m_EnableThrottle = m_buttonEnableThrottle->GetValue();
strcpy(g_Config.sBackend, m_BackendSelection->GetValue().mb_str());
g_Config.sBackend = m_BackendSelection->GetValue().mb_str();
g_Config.Save();
if (event.GetId() == wxID_OK)

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@ -20,6 +20,8 @@
#include "Common.h"
#include "pluginspecs_dsp.h"
#include "ConsoleWindow.h"
#include "StringUtil.h"
extern DSPInitialize g_dspInitialize;
void DebugLog(const char* _fmt, ...);

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@ -15,10 +15,14 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <dxerr.h>
#include "DSoundStream.h"
#include "../main.h"
#include "WaveFile.h"
#include <dxerr.h>
extern bool log_ai;
extern WaveFileWriter g_wave_writer;
bool DSound::CreateBuffer()
{
@ -59,6 +63,11 @@ bool DSound::WriteDataToBuffer(DWORD dwOffset, // Our own write
char* soundData, // Start of our data.
DWORD dwSoundBytes) // Size of block to copy.
{
// I want to record the regular audio to, how do I do that?
//std::string Data = ArrayToString((const u8*)soundData, dwSoundBytes);
//Console::Print("Data: %s\n\n", Data.c_str());
//if (log_ai) g_wave_writer.AddStereoSamples((const short*)soundData, dwSoundBytes);
void* ptr1, * ptr2;
DWORD numBytes1, numBytes2;
// Obtain memory address of write block. This will be in two parts if the block wraps around.

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@ -48,9 +48,11 @@ volatile bool mixer_HLEready = false;
volatile int queue_size = 0;
bool bThrottling = false;
void UpdateThrottle(bool update) {
/* What is this for?
void UpdateThrottle(bool update)
{
bThrottling = update;
}
}*/
void Mixer(short *buffer, int numSamples, int bits, int rate, int channels)
{
@ -101,11 +103,14 @@ void Mixer_MixUCode(short *buffer, int numSamples, int bits, int rate,
}
}
void Mixer_PushSamples(short *buffer, int num_stereo_samples, int sample_rate) {
void Mixer_PushSamples(short *buffer, int num_stereo_samples, int sample_rate)
{
// We alredady do this with the WaveFileWriter right? So no need for this to?
// static FILE *f;
// if (!f)
// f = fopen("d:\\hello.raw", "wb");
// fwrite(buffer, num_stereo_samples * 4, 1, f);
if (queue_size == 0)
{
queue_size = queue_minlength;
@ -117,83 +122,83 @@ void Mixer_PushSamples(short *buffer, int num_stereo_samples, int sample_rate) {
static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
static int acc=0;
bThrottling = g_Config.m_EnableThrottle;
// Write Other Audio
//bThrottling = g_Config.m_EnableThrottle;
if(g_Config.m_EnableThrottle)
{
if(bThrottling) {
/* This is only needed for non-AX sound, currently directly
streamed and DTK sound. For AX we call SoundStream::Update in
AXTask() for example. */
while (queue_size > queue_maxlength / 2) {
soundStream->Update();
Common::SleepCurrentThread(0);
}
//convert into config option?
const int mode = 2;
push_sync.Enter();
while (num_stereo_samples)
{
acc += sample_rate;
while (num_stereo_samples && (acc >= 48000))
{
PV4l=PV3l;
PV3l=PV2l;
PV2l=PV1l;
PV1l=*(buffer++); //32bit processing
PV4r=PV3r;
PV3r=PV2r;
PV2r=PV1r;
PV1r=*(buffer++); //32bit processing
num_stereo_samples--;
acc-=48000;
}
// defaults to nearest
s32 DataL = PV1l;
s32 DataR = PV1r;
if (mode == 1) //linear
{
DataL = PV1l + ((PV2l - PV1l)*acc)/48000;
DataR = PV1r + ((PV2r - PV1r)*acc)/48000;
}
else if (mode == 2) //cubic
{
s32 a0l = PV1l - PV2l - PV4l + PV3l;
s32 a0r = PV1r - PV2r - PV4r + PV3r;
s32 a1l = PV4l - PV3l - a0l;
s32 a1r = PV4r - PV3r - a0r;
s32 a2l = PV1l - PV4l;
s32 a2r = PV1r - PV4r;
s32 a3l = PV2l;
s32 a3r = PV2r;
s32 t0l = ((a0l )*acc)/48000;
s32 t0r = ((a0r )*acc)/48000;
s32 t1l = ((t0l+a1l)*acc)/48000;
s32 t1r = ((t0r+a1r)*acc)/48000;
s32 t2l = ((t1l+a2l)*acc)/48000;
s32 t2r = ((t1r+a2r)*acc)/48000;
s32 t3l = ((t2l+a3l));
s32 t3r = ((t2r+a3r));
DataL = t3l;
DataR = t3r;
}
int l = DataL, r = DataR;
if (l < -32767) l = -32767;
if (r < -32767) r = -32767;
if (l > 32767) l = 32767;
if (r > 32767) r = 32767;
sample_queue.push(l);
sample_queue.push(r);
queue_size += 2;
}
push_sync.Leave();
/* This is only needed for non-AX sound, currently directly
streamed and DTK sound. For AX we call SoundStream::Update in
AXTask() for example. */
while (queue_size > queue_maxlength / 2) {
soundStream->Update();
Common::SleepCurrentThread(0);
}
//convert into config option?
const int mode = 2;
push_sync.Enter();
while (num_stereo_samples)
{
acc += sample_rate;
while (num_stereo_samples && (acc >= 48000))
{
PV4l=PV3l;
PV3l=PV2l;
PV2l=PV1l;
PV1l=*(buffer++); //32bit processing
PV4r=PV3r;
PV3r=PV2r;
PV2r=PV1r;
PV1r=*(buffer++); //32bit processing
num_stereo_samples--;
acc-=48000;
}
// defaults to nearest
s32 DataL = PV1l;
s32 DataR = PV1r;
if (mode == 1) //linear
{
DataL = PV1l + ((PV2l - PV1l)*acc)/48000;
DataR = PV1r + ((PV2r - PV1r)*acc)/48000;
}
else if (mode == 2) //cubic
{
s32 a0l = PV1l - PV2l - PV4l + PV3l;
s32 a0r = PV1r - PV2r - PV4r + PV3r;
s32 a1l = PV4l - PV3l - a0l;
s32 a1r = PV4r - PV3r - a0r;
s32 a2l = PV1l - PV4l;
s32 a2r = PV1r - PV4r;
s32 a3l = PV2l;
s32 a3r = PV2r;
s32 t0l = ((a0l )*acc)/48000;
s32 t0r = ((a0r )*acc)/48000;
s32 t1l = ((t0l+a1l)*acc)/48000;
s32 t1r = ((t0r+a1r)*acc)/48000;
s32 t2l = ((t1l+a2l)*acc)/48000;
s32 t2r = ((t1r+a2r)*acc)/48000;
s32 t3l = ((t2l+a3l));
s32 t3r = ((t2r+a3r));
DataL = t3l;
DataR = t3r;
}
int l = DataL, r = DataR;
if (l < -32767) l = -32767;
if (r < -32767) r = -32767;
if (l > 32767) l = 32767;
if (r > 32767) r = 32767;
sample_queue.push(l);
sample_queue.push(r);
queue_size += 2;
}
push_sync.Leave();
}
}

View File

@ -32,6 +32,8 @@ CDebugger* m_frame = NULL;
#include "PCHW/Mixer.h"
#include "DSPHandler.h"
#include "Config.h"
#include "Setup.h"
#include "StringUtil.h"
#include "PCHW/AOSoundStream.h"
#include "PCHW/DSoundStream.h"
@ -45,10 +47,10 @@ std::string gpName;
SoundStream *soundStream = NULL;
// Set this if you want to log audio. search for log_ai in this file to see the filename.
static bool log_ai = false;
static WaveFileWriter g_wave_writer;
// Set this if you want to log audio. search for log_ai in this file to see the filename.
bool log_ai = false;
WaveFileWriter g_wave_writer;
// Mailbox utility
@ -194,17 +196,23 @@ void DllConfig(HWND _hParent)
#if defined(HAVE_WX) && HAVE_WX
// (shuffle2) TODO: reparent dlg with DolphinApp
ConfigDialog dlg(NULL);
// Add avaliable output options
if (DSound::isValid())
dlg.AddBackend("DSound");
if (AOSound::isValid())
dlg.AddBackend("AOSound");
dlg.AddBackend("NullSound");
// Show the window
dlg.ShowModal();
#endif
}
void Initialize(void *init)
{
//Console::Open(80, 5000);
g_Config.Load();
g_dspInitialize = *(DSPInitialize*)init;
@ -224,16 +232,22 @@ void Initialize(void *init)
CDSPHandler::CreateInstance();
if (strncasecmp(g_Config.sBackend, "DSound", 10) == 0) {
if (DSound::isValid()) {
if (g_Config.sBackend == "DSound")
{
if (DSound::isValid())
soundStream = new DSound(48000, Mixer, g_dspInitialize.hWnd);
}
} else if(strncasecmp(g_Config.sBackend, "AOSound", 10) == 0) {
}
else if(g_Config.sBackend == "AOSound")
{
if (AOSound::isValid())
soundStream = new AOSound(48000, Mixer);
} else if(strncasecmp(g_Config.sBackend, "NullSound", 10) == 0) {
}
else if(g_Config.sBackend == "NullSound")
{
soundStream = new NullSound(48000, Mixer_MixUCode);
} else {
}
else
{
PanicAlert("Cannot recognize backend %s", g_Config.sBackend);
return;
}
@ -260,36 +274,47 @@ void Initialize(void *init)
soundStream->Start();
}
// Start the sound recording
if (log_ai)
{
g_wave_writer.Start("ai_log.wav");
g_wave_writer.SetSkipSilence(false);
}
}
void Shutdown()
{
if (log_ai)
g_wave_writer.Stop();
// delete the UCodes
// Stop the sound recording
if (log_ai) g_wave_writer.Stop();
// Delete the UCodes
soundStream->Stop();
delete soundStream;
soundStream = NULL;
CDSPHandler::Destroy();
#if defined(HAVE_WX) && HAVE_WX
// Reset mails
if(m_frame)
{
sMailLog.clear();
sMailTime.clear();
m_frame->sMail.clear();
m_frame->sMailEnd.clear();
}
#endif
#if defined(HAVE_WX) && HAVE_WX
// Reset mails
if(m_frame)
{
sMailLog.clear();
sMailTime.clear();
m_frame->sMail.clear();
m_frame->sMailEnd.clear();
}
#endif
}
void DoState(unsigned char **ptr, int mode) {
void DoState(unsigned char **ptr, int mode)
{
PointerWrap p(ptr, mode);
}
////////////////////////////////////////////////////////////////////////////////////////
// Mailbox fuctions
// ¯¯¯¯¯¯¯¯¯¯¯¯
unsigned short DSP_ReadMailboxHigh(bool _CPUMailbox)
{
if (_CPUMailbox)
@ -354,8 +379,12 @@ void DSP_WriteMailboxLow(bool _CPUMailbox, unsigned short _Value)
PanicAlert("CPU can't write %08x to DSP mailbox", _Value);
}
}
/////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
// Other DSP fuctions
// ¯¯¯¯¯¯¯¯¯¯¯¯
unsigned short DSP_WriteControlRegister(unsigned short _Value)
{
return CDSPHandler::GetInstance().WriteControlRegister(_Value);
@ -371,28 +400,38 @@ void DSP_Update(int cycles)
CDSPHandler::GetInstance().Update();
}
/* Other Audio will pass through here. The kind of audio that sometimes are used together with pre-drawn
movies. This audio can be disabled further inside Mixer_PushSamples(), the reason that we don't disable
this entire function when Other Audio is disabled is that then we can't turn it back on again once the
game has started. */
void DSP_SendAIBuffer(unsigned int address, int sample_rate)
{
if(soundStream->usesMixer()) {
if(soundStream->usesMixer())
{
short samples[16] = {0}; // interleaved stereo
if (address) {
for (int i = 0; i < 16; i++) {
if (address)
{
for (int i = 0; i < 16; i++)
{
samples[i] = Memory_Read_U16(address + i * 2);
}
if (log_ai)
g_wave_writer.AddStereoSamples(samples, 8);
// Write the audio to a file
if (log_ai) g_wave_writer.AddStereoSamples(samples, 8);
}
Mixer_PushSamples(samples, 32 / 4, sample_rate);
}
/*static int counter = 0;
counter++;
if ((counter & 255) == 0)*/
/* If I don't use this in Wario Land Shake It I get bad sound, it's a lot of static and noise
in the sound. It's the same both with an without Enable Other Audio. I can't really say why
this occurs because I don't know what SoundSyncEvent->Set() does. */
#ifdef SETUP_AVOID_SOUND_ARTIFACTS
static int counter = 0;
counter++;
if ((counter & 255) == 0)
#endif
// SoundStream is updated only when necessary (there is no 70 ms limit
// so each sample now triggers the sound stream)
soundStream->Update();
}
/////////////////////////////////////

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@ -17,12 +17,13 @@
#ifndef __MAIN_H__
#define __MAIN_H__
#include "PCHW/SoundStream.h"
#include "Globals.h" // Local
#if defined(HAVE_WX) && HAVE_WX
#include "Debugger/Debugger.h"
extern CDebugger* m_frame;
#include "Debugger/Debugger.h"
extern CDebugger* m_frame;
#endif
extern SoundStream *soundStream;