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6df1dacca8
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c8c78e0aa9
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@ -19,6 +19,8 @@
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#include "aldlist.h"
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#include "OpenALStream.h"
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#include "../../Core/Src/HW/SystemTimers.h"
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#include "../../Core/Src/HW/AudioInterface.h"
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#if defined HAVE_OPENAL && HAVE_OPENAL
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@ -158,9 +160,16 @@ void OpenALStream::SoundLoop()
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iBuffersFilled = 0;
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}
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unsigned int numSamples = m_mixer->GetNumSamples();
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// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
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const u32 stereo_16_bit_size = 4;
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const u32 dma_length = 32;
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const u64 audio_dma_period = SystemTimers::GetTicksPerSecond() / (AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length);
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const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
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const u64 num_samples_to_render = (audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond();
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if (iBuffersProcessed && (numSamples >= OAL_THRESHOLD))
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unsigned int numSamples = (unsigned int)num_samples_to_render;
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if (iBuffersProcessed)
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{
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numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
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// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
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@ -175,16 +184,12 @@ void OpenALStream::SoundLoop()
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if (iBuffersFilled == OAL_NUM_BUFFERS)
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alSourcePlay(uiSource);
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}
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else if (numSamples >= OAL_THRESHOLD)
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else
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{
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ALint state = 0;
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alGetSourcei(uiSource, AL_SOURCE_STATE, &state);
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if (state == AL_STOPPED)
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alSourcePlay(uiSource);
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}
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soundSyncEvent.Wait();
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}
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}
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}
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#endif //HAVE_OPENAL
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@ -38,7 +38,6 @@
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#define SFX_MAX_SOURCE 1
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#define OAL_NUM_BUFFERS 16
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#define OAL_MAX_SAMPLES 512 // AyuanX: Don't make it too large, as larger buffer means longer delay
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#define OAL_THRESHOLD 128 // Some games are quite sensitive to delay
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#endif
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class OpenALStream: public SoundStream
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