The NullAudio backend is guaranteed to be compiled in, so no reason
to check it.
In addition to that, if it wasn't valid, it wouldn't work as a fallback
in InitSoundStream as there are uses to g_sound_stream later.
Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.
However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).
(I've also had to get rid of some indirect includes.)
Makes the buffering code a bit more explicit (circular buffer, but
blocks until individual buffers get unqueued by OpenAL), and fixes a
bug in the startup of Super Mario Sunshine:
https://bugs.dolphin-emu.org/issues/9811
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.
This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.
Fix Frame Advance and FifoPlayer pause/unpause/stop.
CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.
FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).
Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
We don't throttle by frames, we throttle by coretiming speed.
So looking up VI for calculating the speed was just very wrong.
The new ini option is a float, 1.0f for fullspeed.
In the GUI, percentual values are used.