An attempt to resolve the issue roused by r4660, it needs tests though.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4672 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx 2009-12-10 16:44:42 +00:00
parent f572fcdf6d
commit 9f06dd9a0a
1 changed files with 16 additions and 19 deletions

View File

@ -125,7 +125,7 @@ union UAudioDMAControl
struct struct
{ {
unsigned NumBlocks : 15; unsigned NumBlocks : 15;
unsigned Enabled : 1; unsigned Reload : 1;
}; };
UAudioDMAControl(u16 _Hex = 0) : Hex(_Hex) UAudioDMAControl(u16 _Hex = 0) : Hex(_Hex)
@ -417,16 +417,10 @@ void Write16(const u16 _Value, const u32 _Address)
break; break;
case AUDIO_DMA_CONTROL_LEN: // called by AIStartDMA() case AUDIO_DMA_CONTROL_LEN: // called by AIStartDMA()
{
UAudioDMAControl old_control = g_audioDMA.AudioDMAControl;
g_audioDMA.AudioDMAControl.Hex = _Value; g_audioDMA.AudioDMAControl.Hex = _Value;
if (!old_control.Enabled && g_audioDMA.AudioDMAControl.Enabled) //needed for some AX games under LLE (Crazy Taxi) g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
{ g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks; INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
}
}
break; break;
case AUDIO_DMA_BYTES_LEFT: case AUDIO_DMA_BYTES_LEFT:
@ -442,25 +436,28 @@ void Write16(const u16 _Value, const u32 _Address)
// This happens at 4 khz, since 32 bytes at 4khz = 4 bytes at 32 khz (16bit stereo pcm) // This happens at 4 khz, since 32 bytes at 4khz = 4 bytes at 32 khz (16bit stereo pcm)
void UpdateAudioDMA() void UpdateAudioDMA()
{ {
if (g_audioDMA.AudioDMAControl.Enabled && g_audioDMA.BlocksLeft) { if (g_audioDMA.BlocksLeft)
{
// Read audio at g_audioDMA.ReadAddress in RAM and push onto an // Read audio at g_audioDMA.ReadAddress in RAM and push onto an
// external audio fifo in the emulator, to be mixed with the disc // external audio fifo in the emulator, to be mixed with the disc
// streaming output. If that audio queue fills up, we delay the // streaming output. If that audio queue fills up, we delay the
// emulator. // emulator.
// TO RESTORE OLD BEHAVIOUR, COMMENT OUT THIS LINE
dsp_plugin->DSP_SendAIBuffer(g_audioDMA.ReadAddress, AudioInterface::GetDSPSampleRate()); dsp_plugin->DSP_SendAIBuffer(g_audioDMA.ReadAddress, AudioInterface::GetDSPSampleRate());
g_audioDMA.ReadAddress += 32; g_audioDMA.ReadAddress += 32;
g_audioDMA.BlocksLeft--; g_audioDMA.BlocksLeft--;
if (!g_audioDMA.BlocksLeft) { if (g_audioDMA.BlocksLeft == 0)
// Latch new parameters {
// This is mainly used by NGC games which do auto loops if (g_audioDMA.AudioDMAControl.Reload)
g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks; {
g_audioDMA.ReadAddress = g_audioDMA.SourceAddress; g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
}
// DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress); // DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress);
GenerateDSPInterrupt(DSP::INT_AID); GenerateDSPInterrupt(DSP::INT_AID);
} }
} else { }
else
{
// Send silence. Yeah, it's a bit of a waste to sample rate convert // Send silence. Yeah, it's a bit of a waste to sample rate convert
// silence. or hm. Maybe we shouldn't do this :) // silence. or hm. Maybe we shouldn't do this :)
// dsp->DSP_SendAIBuffer(0, AudioInterface::GetDSPSampleRate()); // dsp->DSP_SendAIBuffer(0, AudioInterface::GetDSPSampleRate());