System: Fix sync to host refresh audio stretching
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e01efaa681
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@ -453,6 +453,7 @@ void SPU::CreateOutputStream()
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}
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s_audio_stream->SetOutputVolume(System::GetAudioOutputVolume());
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s_audio_stream->SetNominalRate(System::GetAudioNominalRate());
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s_audio_stream->SetPaused(System::IsPaused());
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}
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@ -2681,6 +2681,11 @@ float System::GetTargetSpeed()
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return s_target_speed;
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}
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float System::GetAudioNominalRate()
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{
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return s_throttler_enabled ? s_target_speed : 1.0f;
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}
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void System::UpdatePerformanceCounters()
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{
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const float frame_time = static_cast<float>(s_frame_timer.GetTimeMillisecondsAndReset());
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@ -2869,15 +2874,7 @@ void System::UpdateSpeedLimiterState()
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// Update audio output.
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AudioStream* stream = SPU::GetOutputStream();
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stream->SetOutputVolume(GetAudioOutputVolume());
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// Adjust nominal rate when resampling, or syncing to host.
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const bool rate_adjust =
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(s_syncing_to_host || g_settings.audio_stream_parameters.stretch_mode == AudioStretchMode::Resample) &&
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s_target_speed > 0.0f;
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stream->SetNominalRate(rate_adjust ? s_target_speed : 1.0f);
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if (old_target_speed < s_target_speed)
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stream->UpdateTargetTempo(s_target_speed);
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stream->SetNominalRate(GetAudioNominalRate());
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UpdateThrottlePeriod();
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ResetThrottler();
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@ -285,6 +285,7 @@ void SingleStepCPU();
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/// Sets target emulation speed.
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float GetTargetSpeed();
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float GetAudioNominalRate();
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/// Adjusts the throttle frequency, i.e. how many times we should sleep per second.
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void SetThrottleFrequency(float frequency);
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@ -541,25 +541,8 @@ void AudioStream::SetNominalRate(float tempo)
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m_nominal_rate = tempo;
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if (m_parameters.stretch_mode == AudioStretchMode::Resample)
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m_soundtouch->setRate(tempo);
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}
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void AudioStream::UpdateTargetTempo(float tempo)
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{
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if (m_parameters.stretch_mode != AudioStretchMode::TimeStretch)
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return;
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// undo sqrt()
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if (tempo)
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tempo *= tempo;
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m_average_position = AVERAGING_WINDOW;
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m_average_available = AVERAGING_WINDOW;
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std::fill_n(m_average_fullness.data(), AVERAGING_WINDOW, tempo);
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m_soundtouch->setTempo(tempo);
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m_stretch_reset = 0;
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m_stretch_inactive = false;
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m_stretch_ok_count = 0;
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m_dynamic_target_usage = static_cast<float>(m_target_buffer_size) * m_nominal_rate;
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else if (m_parameters.stretch_mode == AudioStretchMode::TimeStretch && m_stretch_inactive)
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m_soundtouch->setTempo(tempo);
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}
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void AudioStream::SetStretchMode(AudioStretchMode mode)
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@ -190,7 +190,6 @@ public:
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/// Nominal rate is used for both resampling and timestretching, input samples are assumed to be this amount faster
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/// than the sample rate.
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void SetNominalRate(float tempo);
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void UpdateTargetTempo(float tempo);
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void SetStretchMode(AudioStretchMode mode);
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