audio: reset buffer on loadstate/term. Fix null audio driver on windows
Eliminate audio clicks when loading a state or starting the next game. Fix overflow in null audio driver on windows. Detect fast forward and reset time counter.
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27a0497dd5
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@ -19,17 +19,20 @@ public:
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u32 push(const void* frame, u32 samples, bool wait) override
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{
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if (wait)
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if (wait && last_time.time_since_epoch() != the_clock::duration::zero())
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{
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if (last_time.time_since_epoch() != the_clock::duration::zero())
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{
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auto fduration = std::chrono::nanoseconds(1000000000L * samples / 44100);
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auto duration = fduration - (the_clock::now() - last_time);
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auto fduration = std::chrono::nanoseconds(1'000'000'000LL * samples / 44100);
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auto duration = fduration - (the_clock::now() - last_time);
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if (duration > std::chrono::nanoseconds::zero())
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std::this_thread::sleep_for(duration);
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last_time += fduration;
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}
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else
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if (duration < -std::chrono::milliseconds(67))
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// if ~4 frames ahead, reset time (fast forward detection)
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last_time = the_clock::now();
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else
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last_time += fduration;
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}
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else {
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last_time = the_clock::now();
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}
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return 1;
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}
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@ -1,5 +1,8 @@
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#include "audiostream.h"
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#include "cfg/option.h"
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#include "emulator.h"
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static void registerForEvents();
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struct SoundFrame { s16 l; s16 r; };
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@ -60,6 +63,7 @@ void WriteSample(s16 r, s16 l)
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void InitAudio()
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{
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registerForEvents();
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TermAudio();
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std::string slug = config::AudioBackend;
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@ -138,3 +142,19 @@ void StopAudioRecording()
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currentBackend->termRecord();
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audio_recording_started = false;
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}
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static void registerForEvents()
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{
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static bool done;
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if (done)
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return;
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done = true;
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// Empty the audio buffer when loading a state or terminating the game
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const auto& callback = [](Event, void *) {
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writePtr = 0;
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};
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EventManager::listen(Event::Terminate, callback);
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EventManager::listen(Event::LoadState, callback);
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}
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