mirror of https://github.com/PCSX2/pcsx2.git
360 lines
15 KiB
C++
360 lines
15 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2023 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include <QtWidgets/QMessageBox>
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#include <algorithm>
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#include "pcsx2/SPU2/Global.h"
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#include "pcsx2/SPU2/spu2.h"
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#include "pcsx2/VMManager.h"
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#include "AudioSettingsWidget.h"
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#include "QtHost.h"
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#include "QtUtils.h"
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#include "SettingWidgetBinder.h"
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#include "SettingsDialog.h"
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static constexpr s32 DEFAULT_SYNCHRONIZATION_MODE = 0;
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static constexpr s32 DEFAULT_EXPANSION_MODE = 0;
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static constexpr s32 DEFAULT_DPL_DECODING_LEVEL = 0;
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static const char* DEFAULT_OUTPUT_MODULE = "cubeb";
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static constexpr s32 DEFAULT_TARGET_LATENCY = 60;
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static constexpr s32 DEFAULT_OUTPUT_LATENCY = 20;
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static constexpr s32 DEFAULT_VOLUME = 100;
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static constexpr s32 DEFAULT_SOUNDTOUCH_SEQUENCE_LENGTH = 30;
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static constexpr s32 DEFAULT_SOUNDTOUCH_SEEK_WINDOW = 20;
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static constexpr s32 DEFAULT_SOUNDTOUCH_OVERLAP = 10;
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AudioSettingsWidget::AudioSettingsWidget(SettingsDialog* dialog, QWidget* parent)
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: QWidget(parent)
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, m_dialog(dialog)
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{
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SettingsInterface* sif = dialog->getSettingsInterface();
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m_ui.setupUi(this);
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populateOutputModules();
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.syncMode, "SPU2/Output", "SynchMode", DEFAULT_SYNCHRONIZATION_MODE);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.expansionMode, "SPU2/Output", "SpeakerConfiguration", DEFAULT_EXPANSION_MODE);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.dplLevel, "SPU2/Output", "DplDecodingLevel", DEFAULT_DPL_DECODING_LEVEL);
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connect(m_ui.syncMode, QOverload<int>::of(&QComboBox::currentIndexChanged), this, &AudioSettingsWidget::updateTargetLatencyRange);
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connect(m_ui.expansionMode, QOverload<int>::of(&QComboBox::currentIndexChanged), this, &AudioSettingsWidget::expansionModeChanged);
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updateTargetLatencyRange();
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expansionModeChanged();
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SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.outputModule, "SPU2/Output", "OutputModule", DEFAULT_OUTPUT_MODULE);
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SettingWidgetBinder::BindSliderToIntSetting(
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//: Measuring unit that will appear after the number selected in its option. Adapt the space depending on your language's rules.
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sif, m_ui.targetLatency, m_ui.targetLatencyLabel, tr(" ms"), "SPU2/Output", "Latency", DEFAULT_TARGET_LATENCY);
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SettingWidgetBinder::BindSliderToIntSetting(
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sif, m_ui.outputLatency, m_ui.outputLatencyLabel, tr(" ms"), "SPU2/Output", "OutputLatency", DEFAULT_OUTPUT_LATENCY);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.outputLatencyMinimal, "SPU2/Output", "OutputLatencyMinimal", false);
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connect(m_ui.outputModule, &QComboBox::currentIndexChanged, this, &AudioSettingsWidget::outputModuleChanged);
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connect(m_ui.backend, &QComboBox::currentIndexChanged, this, &AudioSettingsWidget::outputBackendChanged);
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connect(m_ui.targetLatency, &QSlider::valueChanged, this, &AudioSettingsWidget::updateLatencyLabels);
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connect(m_ui.outputLatency, &QSlider::valueChanged, this, &AudioSettingsWidget::updateLatencyLabels);
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connect(m_ui.outputLatencyMinimal, &QCheckBox::stateChanged, this, &AudioSettingsWidget::updateLatencyLabels);
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connect(m_ui.outputLatencyMinimal, &QCheckBox::stateChanged, this, &AudioSettingsWidget::onMinimalOutputLatencyStateChanged);
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outputModuleChanged();
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m_ui.volume->setValue(m_dialog->getEffectiveIntValue("SPU2/Mixing", "FinalVolume", DEFAULT_VOLUME));
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connect(m_ui.volume, &QSlider::valueChanged, this, &AudioSettingsWidget::volumeChanged);
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updateVolumeLabel();
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if (dialog->isPerGameSettings())
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{
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connect(m_ui.volume, &QSlider::customContextMenuRequested, this, &AudioSettingsWidget::volumeContextMenuRequested);
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m_ui.volume->setContextMenuPolicy(Qt::CustomContextMenu);
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if (sif->ContainsValue("SPU2/Mixing", "FinalVolume"))
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{
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QFont bold_font(m_ui.volume->font());
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bold_font.setBold(true);
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m_ui.volumeLabel->setFont(bold_font);
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}
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}
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SettingWidgetBinder::BindSliderToIntSetting(sif, m_ui.sequenceLength, m_ui.sequenceLengthLabel, tr(" ms"), "Soundtouch",
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"SequenceLengthMS", DEFAULT_SOUNDTOUCH_SEQUENCE_LENGTH);
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SettingWidgetBinder::BindSliderToIntSetting(
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sif, m_ui.seekWindowSize, m_ui.seekWindowSizeLabel, tr(" ms"), "Soundtouch", "SeekWindowMS", DEFAULT_SOUNDTOUCH_SEEK_WINDOW);
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SettingWidgetBinder::BindSliderToIntSetting(
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sif, m_ui.overlap, m_ui.overlapLabel, tr(" ms"), "Soundtouch", "OverlapMS", DEFAULT_SOUNDTOUCH_OVERLAP);
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connect(m_ui.resetTimestretchDefaults, &QPushButton::clicked, this, &AudioSettingsWidget::resetTimestretchDefaults);
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m_ui.label_3b->setVisible(false);
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m_ui.dplLevel->setVisible(false);
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onMinimalOutputLatencyStateChanged();
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updateLatencyLabels();
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dialog->registerWidgetHelp(m_ui.syncMode, tr("Synchronization"), tr("TimeStretch (Recommended)"),
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tr("When running outside of 100% speed, adjusts the tempo on audio instead of dropping frames. Produces much nicer fast-forward/slowdown audio."));
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dialog->registerWidgetHelp(m_ui.expansionMode, tr("Expansion"), tr("Stereo (None, Default)"),
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tr("Determines how the stereo output from the emulated system is upmixed into a greater number of the output speakers."));
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//: Cubeb is an audio engine name. Leave as-is.
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dialog->registerWidgetHelp(m_ui.outputModule, tr("Output Module"), tr("Cubeb (Cross-platform)"),
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tr("Selects the library to be used for audio output."));
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dialog->registerWidgetHelp(m_ui.backend, tr("Output Backend"), tr("Default"),
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tr("When the sound output module supports multiple audio backends, determines the API to be used for audio output to the system."));
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dialog->registerWidgetHelp(m_ui.outputDevice, tr("Output Device"), tr("Default"),
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tr("Determines which audio device to output the sound to."));
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dialog->registerWidgetHelp(m_ui.targetLatency, tr("Target Latency"), tr("60 ms"),
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tr("Determines the buffer size which the time stretcher will try to keep filled. It effectively selects the average latency, as "
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"audio will be stretched/shrunk to keep the buffer size within check."));
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dialog->registerWidgetHelp(m_ui.outputLatency, tr("Output Latency"), tr("20 ms"),
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tr("Determines the latency from the buffer to the host audio output. This can be set lower than the target latency to reduce audio "
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"delay."));
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dialog->registerWidgetHelp(m_ui.sequenceLength, tr("Sequence Length"), tr("30 ms"), tr(""));
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//: Seek Window: the region of samples (window) the audio stretching algorithm is allowed to search.
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dialog->registerWidgetHelp(m_ui.seekWindowSize, tr("Seek Window Size"), tr("20 ms"), tr(""));
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dialog->registerWidgetHelp(m_ui.overlap, tr("Overlap"), tr("10 ms"), tr(""));
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dialog->registerWidgetHelp(m_ui.volume, tr("Volume"), tr("100%"),
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tr("Pre-applies a volume modifier to the game's audio output before forwarding it to your computer."));
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}
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AudioSettingsWidget::~AudioSettingsWidget() = default;
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void AudioSettingsWidget::expansionModeChanged()
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{
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const bool expansion51 = m_dialog->getEffectiveIntValue("SPU2/Output", "SpeakerConfiguration", 0) == 2;
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m_ui.dplLevel->setDisabled(!expansion51);
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}
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void AudioSettingsWidget::populateOutputModules()
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{
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for (const SndOutModule* mod : GetSndOutModules())
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m_ui.outputModule->addItem(qApp->translate("SPU2", mod->GetDisplayName()), QString::fromUtf8(mod->GetIdent()));
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}
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void AudioSettingsWidget::outputModuleChanged()
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{
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const std::string module_name(m_dialog->getEffectiveStringValue("SPU2/Output", "OutputModule", DEFAULT_OUTPUT_MODULE));
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const char* const* backend_names = GetOutputModuleBackends(module_name.c_str());
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const std::string backend_name(m_dialog->getEffectiveStringValue("SPU2/Output", "BackendName", ""));
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QSignalBlocker sb(m_ui.backend);
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m_ui.backend->clear();
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if (m_dialog->isPerGameSettings())
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{
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const QString global_backend(QString::fromStdString(Host::GetStringSettingValue("SPU2/Output", "BackendName", "")));
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m_ui.backend->addItem(tr("Use Global Setting [%1]").arg(global_backend.isEmpty() ? tr("Default") : global_backend));
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}
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m_ui.backend->setEnabled(backend_names != nullptr);
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m_ui.backend->addItem(tr("Default"));
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if (!backend_names || backend_name.empty())
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m_ui.backend->setCurrentIndex(0);
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if (backend_names)
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{
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for (u32 i = 0; backend_names[i] != nullptr; i++)
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{
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const int index = m_ui.backend->count();
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m_ui.backend->addItem(QString::fromUtf8(backend_names[i]));
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if (backend_name == backend_names[i])
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m_ui.backend->setCurrentIndex(index);
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}
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}
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updateDevices();
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}
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void AudioSettingsWidget::outputBackendChanged()
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{
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int index = m_ui.backend->currentIndex();
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if (m_dialog->isPerGameSettings())
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{
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if (index == 0)
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{
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m_dialog->setStringSettingValue("SPU2/Output", "BackendName", std::nullopt);
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return;
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}
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index--;
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}
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if (index == 0)
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m_dialog->setStringSettingValue("SPU2/Output", "BackendName", "");
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else
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m_dialog->setStringSettingValue("SPU2/Output", "BackendName", m_ui.backend->currentText().toUtf8().constData());
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updateDevices();
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}
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void AudioSettingsWidget::updateDevices()
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{
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const std::string module_name(m_dialog->getEffectiveStringValue("SPU2/Output", "OutputModule", DEFAULT_OUTPUT_MODULE));
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const std::string backend_name(m_dialog->getEffectiveStringValue("SPU2/Output", "BackendName", ""));
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m_ui.outputDevice->disconnect();
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m_ui.outputDevice->clear();
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m_output_device_latency = 0;
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std::vector<SndOutDeviceInfo> devices(GetOutputDeviceList(module_name.c_str(), backend_name.c_str()));
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if (devices.empty())
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{
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m_ui.outputDevice->addItem(tr("Default"));
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m_ui.outputDevice->setEnabled(false);
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}
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else
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{
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const std::string current_device(m_dialog->getEffectiveStringValue("SPU2/Output", "DeviceName", ""));
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m_ui.outputDevice->setEnabled(true);
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for (const SndOutDeviceInfo& devi : devices)
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{
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m_ui.outputDevice->addItem(QString::fromStdString(devi.display_name), QString::fromStdString(devi.name));
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if (devi.name == current_device)
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m_output_device_latency = devi.minimum_latency_frames;
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}
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SettingWidgetBinder::BindWidgetToStringSetting(
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m_dialog->getSettingsInterface(), m_ui.outputDevice, "SPU2/Output", "DeviceName", std::move(devices.front().name));
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}
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}
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void AudioSettingsWidget::volumeChanged(int value)
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{
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// Nasty, but needed so we don't do a full settings apply and lag while dragging.
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if (SettingsInterface* sif = m_dialog->getSettingsInterface())
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{
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if (!m_ui.volumeLabel->font().bold())
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{
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QFont bold_font(m_ui.volumeLabel->font());
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bold_font.setBold(true);
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m_ui.volumeLabel->setFont(bold_font);
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}
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sif->SetIntValue("SPU2/Mixing", "FinalVolume", value);
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sif->Save();
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// There's two separate interfaces - one we're editing, and the active one.
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// We need to reload the latter.
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g_emu_thread->reloadGameSettings();
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}
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else
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{
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Host::SetBaseIntSettingValue("SPU2/Mixing", "FinalVolume", value);
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Host::CommitBaseSettingChanges();
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// Push through to emu thread since we're not applying.
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if (QtHost::IsVMValid())
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{
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Host::RunOnCPUThread([]() {
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if (!VMManager::HasValidVM())
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return;
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EmuConfig.SPU2.FinalVolume = Host::GetIntSettingValue("SPU2/Mixing", "FinalVolume", DEFAULT_VOLUME);
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SPU2::SetOutputVolume(EmuConfig.SPU2.FinalVolume);
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});
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}
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}
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updateVolumeLabel();
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}
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void AudioSettingsWidget::volumeContextMenuRequested(const QPoint& pt)
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{
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QMenu menu(m_ui.volume);
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m_ui.volume->connect(menu.addAction(qApp->translate("SettingWidgetBinder", "Reset")), &QAction::triggered, this, [this]() {
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const s32 global_value = Host::GetBaseIntSettingValue("SPU2/Mixing", "FinalVolume", DEFAULT_VOLUME);
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{
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QSignalBlocker sb(m_ui.volume);
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m_ui.volume->setValue(global_value);
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updateVolumeLabel();
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}
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if (m_ui.volumeLabel->font().bold())
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{
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QFont orig_font(m_ui.volumeLabel->font());
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orig_font.setBold(false);
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m_ui.volumeLabel->setFont(orig_font);
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}
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SettingsInterface* sif = m_dialog->getSettingsInterface();
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if (sif->ContainsValue("SPU2/Mixing", "FinalVolume"))
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{
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sif->DeleteValue("SPU2/Mixing", "FinalVolume");
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sif->Save();
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g_emu_thread->reloadGameSettings();
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}
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});
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menu.exec(m_ui.volume->mapToGlobal(pt));
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}
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void AudioSettingsWidget::updateVolumeLabel()
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{
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//: Variable value that indicates a percentage. Preserve the %1 variable, adapt the latter % (and/or any possible spaces) to your language's ruleset.
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m_ui.volumeLabel->setText(tr("%1%").arg(m_ui.volume->value()));
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}
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void AudioSettingsWidget::updateTargetLatencyRange()
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{
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const Pcsx2Config::SPU2Options::SynchronizationMode sync_mode = static_cast<Pcsx2Config::SPU2Options::SynchronizationMode>(
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m_dialog->getIntValue("SPU2/Output", "SynchMode", DEFAULT_SYNCHRONIZATION_MODE).value_or(DEFAULT_SYNCHRONIZATION_MODE));
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m_ui.targetLatency->setMinimum((sync_mode == Pcsx2Config::SPU2Options::SynchronizationMode::TimeStretch) ?
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Pcsx2Config::SPU2Options::MIN_LATENCY_TIMESTRETCH :
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Pcsx2Config::SPU2Options::MIN_LATENCY);
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m_ui.targetLatency->setMaximum(Pcsx2Config::SPU2Options::MAX_LATENCY);
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}
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void AudioSettingsWidget::updateLatencyLabels()
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{
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const bool minimal_output = m_dialog->getEffectiveBoolValue("SPU2/Output", "OutputLatencyMinimal", false);
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//: Preserve the %1 variable, adapt the latter ms (and/or any possible spaces in between) to your language's ruleset.
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m_ui.outputLatencyLabel->setText(minimal_output ? tr("N/A") : tr("%1 ms").arg(m_ui.outputLatency->value()));
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const u32 output_latency_ms =
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minimal_output ? (((m_output_device_latency * 1000u) + 47999u) / 48000u) : static_cast<u32>(m_ui.outputLatency->value());
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const u32 buffer_ms = static_cast<u32>(m_ui.targetLatency->value());
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if (output_latency_ms > 0)
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{
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m_ui.latencySummary->setText(tr("Average Latency: %1 ms (%2 ms buffer + %3 ms output)")
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.arg(buffer_ms + output_latency_ms)
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.arg(buffer_ms)
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.arg(output_latency_ms));
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}
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else
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{
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m_ui.latencySummary->setText(tr("Average Latency: %1 ms (minimum output latency unknown)").arg(buffer_ms));
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}
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}
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void AudioSettingsWidget::onMinimalOutputLatencyStateChanged()
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{
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m_ui.outputLatency->setEnabled(!m_dialog->getEffectiveBoolValue("SPU2/Output", "OutputLatencyMinimal", false));
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}
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void AudioSettingsWidget::resetTimestretchDefaults()
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{
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m_ui.sequenceLength->setValue(DEFAULT_SOUNDTOUCH_SEQUENCE_LENGTH);
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m_ui.seekWindowSize->setValue(DEFAULT_SOUNDTOUCH_SEEK_WINDOW);
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m_ui.overlap->setValue(DEFAULT_SOUNDTOUCH_OVERLAP);
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}
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