PSP2: Improve audio handling

This commit is contained in:
Jeffrey Pfau 2016-08-19 02:15:08 -07:00
parent d82f8feef5
commit 6698794366
1 changed files with 17 additions and 6 deletions

View File

@ -218,7 +218,7 @@ void mPSP2Setup(struct mGUIRunner* runner) {
void mPSP2LoadROM(struct mGUIRunner* runner) {
scePowerSetArmClockFrequency(444);
double ratio = GBAAudioCalculateRatio(1, 60.0 / 1.001, 1);
double ratio = GBAAudioCalculateRatio(1, 60.0f / 1.001f, 1);
blip_set_rates(runner->core->getAudioChannel(runner->core, 0), runner->core->frequency(runner->core), 48000 * ratio);
blip_set_rates(runner->core->getAudioChannel(runner->core, 1), runner->core->frequency(runner->core), 48000 * ratio);
@ -249,18 +249,29 @@ void mPSP2LoadROM(struct mGUIRunner* runner) {
}
void mPSP2PrepareForFrame(struct mGUIRunner* runner) {
MutexLock(&audioContext.mutex);
int nSamples = 0;
while (blip_samples_avail(runner->core->getAudioChannel(runner->core, 0)) >= PSP2_SAMPLES) {
struct GBAStereoSample* samples = audioContext.buffer.writePtr;
if (nSamples > (PSP2_AUDIO_BUFFER_SIZE >> 2) + (PSP2_AUDIO_BUFFER_SIZE >> 1)) { // * 0.75
if (!frameLimiter) {
blip_clear(runner->core->getAudioChannel(runner->core, 0));
blip_clear(runner->core->getAudioChannel(runner->core, 1));
break;
}
sceKernelDelayThread(400);
}
blip_read_samples(runner->core->getAudioChannel(runner->core, 0), &samples[0].left, PSP2_SAMPLES, true);
blip_read_samples(runner->core->getAudioChannel(runner->core, 1), &samples[0].right, PSP2_SAMPLES, true);
if (!RingFIFOWrite(&audioContext.buffer, NULL, PSP2_SAMPLES * 4)) {
break;
while (!RingFIFOWrite(&audioContext.buffer, NULL, PSP2_SAMPLES * 4)) {
ConditionWake(&audioContext.cond);
// Spinloooooooop!
}
MutexLock(&audioContext.mutex);
audioContext.samples += PSP2_SAMPLES;
nSamples = audioContext.samples;
ConditionWake(&audioContext.cond);
MutexUnlock(&audioContext.mutex);
}
ConditionWake(&audioContext.cond);
MutexUnlock(&audioContext.mutex);
}
void mPSP2UnloadROM(struct mGUIRunner* runner) {