Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.
A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).
Elaborations can be seen in WGL.cpp
I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
Uses the last sample from the ppc buffer to fill the samples the ppc
didn't deliver data for, avoids clicking on underruns.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7338 8ced0084-cf51-0410-be5f-012b33b47a6e
This WILL temporarily break the Linux and MacOSX builds but should be easy to fix.
Things left to do:
* The UI on the new Audio tab for the LLE/HLE choice is ugly
* At times the code still look "plugin-y" and needs cleanup
* The two plugins should be merged further. DSPHLE should use the emulated memory etc of DSPLLE as much as possible, so that simply saving the DSPLLE state is enough. This would also bring the possibility of savestate compatibility between the two plugins.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6947 8ced0084-cf51-0410-be5f-012b33b47a6e
Games that have higher frequency sounds and music should sound a bit better using 48k.
I don't have any games that use DTKMusic so that upsampling code untested. If you get strange sounds only at 48k try toggling dtk music to see if that isolates the problem and let me know.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6383 8ced0084-cf51-0410-be5f-012b33b47a6e
This is the safe variant that does not assume other
functions use R11 for &g_dsp.r, which they actually do.
So there is a lot unnecessary reloading of the register
getting emitted.
There are a few small changes exploiting pointers known
at emission time and making use of MComplex math.
Also renames m_LLEplaying to m_AIplaying in Core/AudioCommon.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6245 8ced0084-cf51-0410-be5f-012b33b47a6e
This should eliminate the crackling with alsa and pulseaudio backends and replace it
with much nicer pauses. This is only interesting for audio backends that do not
respect Mixer::GetNumSamples() and should not impact users able to run the DSPLLE at
full speed.
The cost of this is an added LLE audio latency of about 0.06 s in the continuous
playback case. If that is too much, lower the low watermark.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6239 8ced0084-cf51-0410-be5f-012b33b47a6e
. Performance boost
(Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe)
. Both 32KHz & 48KHz sound can be handled properly now
(But up-sampling is still not implemented, and I don't think any game requires it.)
. Strategy adjustment
When your PC is *NOT* capable to run the game at 100%:
>> DSound Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency)
>> OpenAL Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up)
. Changed default frame limit to: Auto
(Somehow this can dramatically decrease the chance of wiimote desync in game NSMB)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
. Fixed Sample Rate for DSP
(Now if your CPU is capable to run game at 100%, you will get pure sound without buzz or static noise)
. Fixed Sample Rate for AI
(Now if your CPU is capable to run game at 100%, you will get sync'ed video and audio)
. Fixed Backend list for DSPLLE
. Improved Aduio DMA a bit
(There might be a completely redesign in following phases)
WARNING: The whole rework will take time to complete.
This commit is compilable, but could be unstable.
So you can try it and test it but don't take it as a release rev!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4717 8ced0084-cf51-0410-be5f-012b33b47a6e
But Dolphin's sound stream system really needs a rethink.
Because this is the root cause of constant blocking.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4711 8ced0084-cf51-0410-be5f-012b33b47a6e