mirror of https://github.com/PCSX2/pcsx2.git
389 lines
9.2 KiB
C++
389 lines
9.2 KiB
C++
//GiGaHeRz's SPU2 Driver
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//Copyright (c) 2003-2008, David Quintana <gigaherz@gmail.com>
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//
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//This library is free software; you can redistribute it and/or
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//modify it under the terms of the GNU Lesser General Public
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//License as published by the Free Software Foundation; either
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//version 2.1 of the License, or (at your option) any later version.
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//
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//This library is distributed in the hope that it will be useful,
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//but WITHOUT ANY WARRANTY; without even the implied warranty of
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//MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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//Lesser General Public License for more details.
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//
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//You should have received a copy of the GNU Lesser General Public
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//License along with this library; if not, write to the Free Software
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//Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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#ifndef SNDOUT_H_INCLUDE
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#define SNDOUT_H_INCLUDE
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#include "BaseTypes.h"
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#include "Lowpass.h"
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// Number of stereo samples per SndOut block.
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// All drivers must work in units of this size when communicating with
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// SndOut.
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static const int SndOutPacketSize = 512;
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// Overall master volume shift.
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// Converts the mixer's 32 bit value into a 16 bit value.
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static const int SndOutVolumeShift = 13;
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// Samplerate of the SPU2. For accurate playback we need to match this
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// exactly. Trying to scale samplerates and maintain SPU2's Ts timing accuracy
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// is too problematic. :)
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static const int SampleRate = 48000;
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int FindOutputModuleById( const wchar_t* omodid );
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struct StereoOut16
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{
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s16 Left;
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s16 Right;
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StereoOut16() :
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Left( 0 ),
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Right( 0 )
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{
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}
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StereoOut16( const StereoOut32& src ) :
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Left( (s16)src.Left ),
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Right( (s16)src.Right )
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{
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}
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StereoOut16( s16 left, s16 right ) :
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Left( left ),
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Right( right )
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{
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}
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StereoOut32 UpSample() const;
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void ResampleFrom( const StereoOut32& src )
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{
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// Use StereoOut32's built in conversion
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*this = src.DownSample();
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}
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};
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struct StereoOutFloat
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{
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float Left;
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float Right;
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StereoOutFloat() :
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Left( 0 ),
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Right( 0 )
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{
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}
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explicit StereoOutFloat( const StereoOut32& src ) :
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Left( src.Left / 2147483647.0f ),
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Right( src.Right / 2147483647.0f )
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{
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}
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explicit StereoOutFloat( s32 left, s32 right ) :
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Left( left / 2147483647.0f ),
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Right( right / 2147483647.0f )
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{
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}
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StereoOutFloat( float left, float right ) :
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Left( left ),
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Right( right )
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{
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}
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};
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struct Stereo21Out16
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{
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s16 Left;
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s16 Right;
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s16 LFE;
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void ResampleFrom( const StereoOut32& src )
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{
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Left = src.Left >> SndOutVolumeShift;
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Right = src.Right >> SndOutVolumeShift;
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LFE = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
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}
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};
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struct StereoQuadOut16
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{
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s16 Left;
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s16 Right;
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s16 LeftBack;
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s16 RightBack;
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void ResampleFrom( const StereoOut32& src )
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{
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Left = src.Left >> SndOutVolumeShift;
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Right = src.Right >> SndOutVolumeShift;
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LeftBack = src.Left >> SndOutVolumeShift;
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RightBack = src.Right >> SndOutVolumeShift;
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}
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};
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struct Stereo41Out16
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{
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s16 Left;
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s16 Right;
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s16 LFE;
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s16 LeftBack;
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s16 RightBack;
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void ResampleFrom( const StereoOut32& src )
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{
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Left = src.Left >> SndOutVolumeShift;
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Right = src.Right >> SndOutVolumeShift;
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LFE = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
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LeftBack = src.Left >> SndOutVolumeShift;
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RightBack = src.Right >> SndOutVolumeShift;
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}
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};
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struct Stereo51Out16
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{
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s16 Left;
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s16 Right;
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s16 Center;
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s16 LFE;
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s16 LeftBack;
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s16 RightBack;
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// Implementation Note: Center and Subwoofer/LFE -->
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// This method is simple and sounds nice. It relies on the speaker/soundcard
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// systems do to their own low pass / crossover. Manual lowpass is wasted effort
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// and can't match solid state results anyway.
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void ResampleFrom( const StereoOut32& src )
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{
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Left = src.Left >> SndOutVolumeShift;
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Right = src.Right >> SndOutVolumeShift;
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Center = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
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LFE = Center;
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LeftBack = src.Left >> SndOutVolumeShift;
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RightBack = src.Right >> SndOutVolumeShift;
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}
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};
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struct Stereo71Out16
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{
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s16 Left;
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s16 Right;
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s16 Center;
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s16 LFE;
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s16 LeftBack;
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s16 RightBack;
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s16 LeftSide;
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s16 RightSide;
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void ResampleFrom( const StereoOut32& src )
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{
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Left = src.Left >> SndOutVolumeShift;
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Right = src.Right >> SndOutVolumeShift;
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Center = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
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LFE = Center;
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LeftBack = src.Left >> SndOutVolumeShift;
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RightBack = src.Right >> SndOutVolumeShift;
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LeftSide = src.Left >> (SndOutVolumeShift+1);
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RightSide = src.Right >> (SndOutVolumeShift+1);
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}
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};
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struct Stereo21Out32
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{
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s32 Left;
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s32 Right;
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s32 LFE;
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};
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struct Stereo41Out32
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{
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s32 Left;
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s32 Right;
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s32 LFE;
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s32 LeftBack;
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s32 RightBack;
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};
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struct Stereo51Out32
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{
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s32 Left;
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s32 Right;
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s32 Center;
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s32 LFE;
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s32 LeftBack;
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s32 RightBack;
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};
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// Developer Note: This is a static class only (all static members).
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class SndBuffer
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{
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private:
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static bool m_underrun_freeze;
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static s32 m_predictData;
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static float lastPct;
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static StereoOut32* sndTempBuffer;
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static StereoOut16* sndTempBuffer16;
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static int sndTempProgress;
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static int m_dsp_progress;
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static int m_dsp_writepos;
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static int m_timestretch_progress;
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static int m_timestretch_writepos;
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static StereoOut32 *m_buffer;
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static s32 m_size;
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static s32 m_rpos;
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static s32 m_wpos;
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static s32 m_data;
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static float lastEmergencyAdj;
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static float cTempo;
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static float eTempo;
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static int freezeTempo;
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static int ssFreeze;
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static void _InitFail();
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static void _WriteSamples(StereoOut32* bData, int nSamples);
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static bool CheckUnderrunStatus( int& nSamples, int& quietSampleCount );
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static void soundtouchInit();
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static void soundtouchClearContents();
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static void soundtouchCleanup();
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static void timeStretchWrite();
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static void timeStretchUnderrun();
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static s32 timeStretchOverrun();
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static void PredictDataWrite( int samples );
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static float GetStatusPct();
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static void UpdateTempoChange();
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public:
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static void Init();
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static void Cleanup();
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static void Write( const StereoOut32& Sample );
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static s32 Test();
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static void ClearContents();
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#ifdef _MSC_VER
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static void Configure(HWND parent, u32 module );
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#else
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static void Configure(uptr parent, u32 module );
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#endif
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// Note: When using with 32 bit output buffers, the user of this function is responsible
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// for shifting the values to where they need to be manually. The fixed point depth of
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// the sample output is determined by the SndOutVolumeShift, which is the number of bits
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// to shift right to get a 16 bit result.
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template< typename T >
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static void ReadSamples( T* bData )
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{
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int nSamples = SndOutPacketSize;
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// Problem:
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// If the SPU2 gets even the least bit out of sync with the SndOut device,
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// the readpos of the circular buffer will overtake the writepos,
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// leading to a prolonged period of hopscotching read/write accesses (ie,
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// lots of staticy crap sound for several seconds).
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//
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// Fix:
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// If the read position overtakes the write position, abort the
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// transfer immediately and force the SndOut driver to wait until
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// the read buffer has filled up again before proceeding.
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// This will cause one brief hiccup that can never exceed the user's
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// set buffer length in duration.
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int quietSamples;
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if( CheckUnderrunStatus( nSamples, quietSamples ) )
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{
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jASSUME( nSamples <= SndOutPacketSize );
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// [Air] [TODO]: This loop is probably a candidate for SSE2 optimization.
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const int endPos = m_rpos + nSamples;
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const int secondCopyLen = endPos - m_size;
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const StereoOut32* rposbuffer = &m_buffer[m_rpos];
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m_data -= nSamples;
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if( secondCopyLen > 0 )
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{
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nSamples -= secondCopyLen;
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for( int i=0; i<secondCopyLen; i++ )
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bData[nSamples+i].ResampleFrom( m_buffer[i] );
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m_rpos = secondCopyLen;
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}
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else
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m_rpos += nSamples;
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for( int i=0; i<nSamples; i++ )
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bData[i].ResampleFrom( rposbuffer[i] );
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}
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// If quietSamples != 0 it means we have an underrun...
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// Let's just dull out some silence, because that's usually the least
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// painful way of dealing with underruns:
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memset( bData, 0, quietSamples * sizeof(T) );
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}
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};
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class SndOutModule
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{
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public:
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// Virtual destructor, because it helps fight C+++ funny-business.
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virtual ~SndOutModule() {}
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// Returns a unique identification string for this driver.
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// (usually just matches the driver's cpp filename)
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virtual const wchar_t* GetIdent() const=0;
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// Returns the long name / description for this driver.
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// (for use in configuration screen)
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virtual const wchar_t* GetLongName() const=0;
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virtual s32 Init()=0;
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virtual void Close()=0;
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virtual s32 Test() const=0;
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// Gui function: Used to open the configuration box for this driver.
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#ifdef _MSC_VER
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virtual void Configure(HWND parent)=0;
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#else
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virtual void Configure(uptr parent)=0;
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#endif
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// Loads settings from the INI file for this driver
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virtual void ReadSettings()=0;
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// Saves settings to the INI file for this driver
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virtual void WriteSettings() const=0;
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virtual bool Is51Out() const=0;
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// Returns the number of empty samples in the output buffer.
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// (which is effectively the amount of data played since the last update)
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virtual int GetEmptySampleCount() const=0;
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};
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#ifdef _MSC_VER
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//internal
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extern SndOutModule* WaveOut;
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extern SndOutModule* DSoundOut;
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extern SndOutModule* XAudio2Out;
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#endif
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extern SndOutModule* mods[];
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#endif // SNDOUT_H_INCLUDE
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