mirror of https://github.com/PCSX2/pcsx2.git
518 lines
13 KiB
C++
518 lines
13 KiB
C++
/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
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* Developed and maintained by the Pcsx2 Development Team.
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*
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* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
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*
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* SPU2-X 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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* SPU2-X 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 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 License
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* along with SPU2-X. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Global.h"
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StereoOut32 StereoOut32::Empty( 0, 0 );
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StereoOut32::StereoOut32( const StereoOut16& src ) :
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Left( src.Left ),
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Right( src.Right )
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{
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}
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StereoOut32::StereoOut32( const StereoOutFloat& src ) :
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Left( (s32)(src.Left * 2147483647.0f) ),
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Right( (s32)(src.Right * 2147483647.0f) )
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{
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}
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StereoOut16 StereoOut32::DownSample() const
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{
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return StereoOut16(
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Left >> SndOutVolumeShift,
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Right >> SndOutVolumeShift
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);
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}
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StereoOut32 StereoOut16::UpSample() const
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{
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return StereoOut32(
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Left << SndOutVolumeShift,
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Right << SndOutVolumeShift
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);
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}
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class NullOutModule: public SndOutModule
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{
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public:
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s32 Init() { return 0; }
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void Close() { }
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s32 Test() const { return 0; }
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void Configure(uptr parent) { }
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int GetEmptySampleCount() { return 0; }
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const wchar_t* GetIdent() const
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{
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return L"nullout";
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}
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const wchar_t* GetLongName() const
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{
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return L"No Sound (Emulate SPU2 only)";
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}
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void ReadSettings()
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{
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}
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void SetApiSettings(wxString api)
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{
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}
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void WriteSettings() const
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{
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}
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} NullOut;
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SndOutModule* mods[]=
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{
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&NullOut,
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#ifdef _MSC_VER
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XAudio2_27_Out,
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DSoundOut,
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WaveOut,
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#endif
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PortaudioOut,
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#if defined(SPU2X_SDL) || defined(SPU2X_SDL2)
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SDLOut,
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#endif
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#if defined(__linux__) /* && defined(__ALSA__)*/
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AlsaOut,
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#endif
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NULL // signals the end of our list
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};
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int FindOutputModuleById( const wchar_t* omodid )
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{
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int modcnt = 0;
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while( mods[modcnt] != NULL )
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{
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if( wcscmp( mods[modcnt]->GetIdent(), omodid ) == 0 )
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break;
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++modcnt;
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}
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return modcnt;
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}
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StereoOut32 *SndBuffer::m_buffer;
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s32 SndBuffer::m_size;
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__aligned(4) volatile s32 SndBuffer::m_rpos;
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__aligned(4) volatile s32 SndBuffer::m_wpos;
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bool SndBuffer::m_underrun_freeze;
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StereoOut32* SndBuffer::sndTempBuffer = NULL;
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StereoOut16* SndBuffer::sndTempBuffer16 = NULL;
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int SndBuffer::sndTempProgress = 0;
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int GetAlignedBufferSize( int comp )
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{
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return (comp + SndOutPacketSize-1) & ~(SndOutPacketSize-1);
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}
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// Returns TRUE if there is data to be output, or false if no data
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// is available to be copied.
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bool SndBuffer::CheckUnderrunStatus( int& nSamples, int& quietSampleCount )
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{
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quietSampleCount = 0;
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int data = _GetApproximateDataInBuffer();
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if( m_underrun_freeze )
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{
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int toFill = m_size / ( (SynchMode == 2) ? 32 : 400); // TimeStretch and Async off?
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toFill = GetAlignedBufferSize( toFill );
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// toFill is now aligned to a SndOutPacket
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if( data < toFill )
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{
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quietSampleCount = nSamples;
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return false;
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}
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m_underrun_freeze = false;
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if( MsgOverruns() )
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ConLog(" * SPU2 > Underrun compensation (%d packets buffered)\n", toFill / SndOutPacketSize );
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lastPct = 0.0; // normalize timestretcher
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}
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else if( data < nSamples )
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{
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nSamples = data;
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quietSampleCount = SndOutPacketSize - data;
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m_underrun_freeze = true;
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if( SynchMode == 0 ) // TimeStrech on
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timeStretchUnderrun();
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return nSamples != 0;
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}
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return true;
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}
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void SndBuffer::_InitFail()
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{
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// If a failure occurs, just initialize the NoSound driver. This'll allow
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// the game to emulate properly (hopefully), albeit without sound.
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OutputModule = FindOutputModuleById( NullOut.GetIdent() );
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mods[OutputModule]->Init();
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}
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int SndBuffer::_GetApproximateDataInBuffer()
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{
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// WARNING: not necessarily 100% up to date by the time it's used, but it will have to do.
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return (m_wpos + m_size - m_rpos) % m_size;
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}
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void SndBuffer::_WriteSamples_Internal(StereoOut32 *bData, int nSamples)
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{
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// WARNING: This assumes the write will NOT wrap around,
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// and also assumes there's enough free space in the buffer.
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memcpy(m_buffer + m_wpos, bData, nSamples * sizeof(StereoOut32));
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m_wpos = (m_wpos + nSamples) % m_size;
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}
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void SndBuffer::_DropSamples_Internal(int nSamples)
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{
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m_rpos = (m_rpos + nSamples) % m_size;
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}
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void SndBuffer::_ReadSamples_Internal(StereoOut32 *bData, int nSamples)
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{
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// WARNING: This assumes the read will NOT wrap around,
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// and also assumes there's enough data in the buffer.
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memcpy(bData, m_buffer + m_rpos, nSamples * sizeof(StereoOut32));
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_DropSamples_Internal(nSamples);
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}
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void SndBuffer::_WriteSamples_Safe(StereoOut32 *bData, int nSamples)
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{
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// WARNING: This code assumes there's only ONE writing process.
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if( (m_size - m_wpos) < nSamples)
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{
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int b1 = m_size - m_wpos;
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int b2 = nSamples - b1;
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_WriteSamples_Internal(bData, b1);
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_WriteSamples_Internal(bData+b1, b2);
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}
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else
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{
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_WriteSamples_Internal(bData, nSamples);
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}
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}
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void SndBuffer::_ReadSamples_Safe(StereoOut32* bData, int nSamples)
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{
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// WARNING: This code assumes there's only ONE reading process.
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if( (m_size - m_rpos) < nSamples)
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{
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int b1 = m_size - m_rpos;
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int b2 = nSamples - b1;
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_ReadSamples_Internal(bData, b1);
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_ReadSamples_Internal(bData+b1, b2);
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}
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else
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{
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_ReadSamples_Internal(bData, nSamples);
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}
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}
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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> void SndBuffer::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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// WARNING: This code assumes there's only ONE reading process.
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int b1 = m_size - m_rpos;
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if(b1 > nSamples)
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b1 = nSamples;
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if (AdvancedVolumeControl)
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{
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// First part
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for (int i = 0; i < b1; i++)
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bData[i].AdjustFrom(m_buffer[i + m_rpos]);
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// Second part
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int b2 = nSamples - b1;
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for (int i = 0; i < b2; i++)
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bData[i + b1].AdjustFrom(m_buffer[i]);
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}
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else
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{
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// First part
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for (int i = 0; i < b1; i++)
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bData[i].ResampleFrom(m_buffer[i + m_rpos]);
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// Second part
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int b2 = nSamples - b1;
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for (int i = 0; i < b2; i++)
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bData[i + b1].ResampleFrom(m_buffer[i]);
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}
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_DropSamples_Internal(nSamples);
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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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template void SndBuffer::ReadSamples(StereoOut16*);
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template void SndBuffer::ReadSamples(StereoOut32*);
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//template void SndBuffer::ReadSamples(StereoOutFloat*);
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template void SndBuffer::ReadSamples(Stereo21Out16*);
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template void SndBuffer::ReadSamples(Stereo40Out16*);
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template void SndBuffer::ReadSamples(Stereo41Out16*);
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template void SndBuffer::ReadSamples(Stereo51Out16*);
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template void SndBuffer::ReadSamples(Stereo51Out16Dpl*);
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template void SndBuffer::ReadSamples(Stereo51Out16DplII*);
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template void SndBuffer::ReadSamples(Stereo71Out16*);
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template void SndBuffer::ReadSamples(Stereo20Out32*);
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template void SndBuffer::ReadSamples(Stereo21Out32*);
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template void SndBuffer::ReadSamples(Stereo40Out32*);
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template void SndBuffer::ReadSamples(Stereo41Out32*);
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template void SndBuffer::ReadSamples(Stereo51Out32*);
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template void SndBuffer::ReadSamples(Stereo51Out32Dpl*);
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template void SndBuffer::ReadSamples(Stereo51Out32DplII*);
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template void SndBuffer::ReadSamples(Stereo71Out32*);
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void SndBuffer::_WriteSamples(StereoOut32 *bData, int nSamples)
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{
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m_predictData = 0;
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// Problem:
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// If the SPU2 gets out of sync with the SndOut device, the writepos of the
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// circular buffer will overtake the readpos, leading to a prolonged period
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// of hopscotching read/write accesses (ie, lots of staticy crap sound for
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// several seconds).
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//
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// Compromise:
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// When an overrun occurs, we adapt by discarding a portion of the buffer.
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// The older portion of the buffer is discarded rather than incoming data,
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// so that the overall audio synchronization is better.
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int free = m_size - _GetApproximateDataInBuffer(); // -1, but the <= handles that
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if( free <= nSamples )
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{
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// Disabled since the lock-free queue can't handle changing the read end from the write thread
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#if 0
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// Buffer overrun!
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// Dump samples from the read portion of the buffer instead of dropping
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// the newly written stuff.
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s32 comp;
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if( SynchMode == 0 ) // TimeStrech on
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{
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comp = timeStretchOverrun();
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}
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else
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{
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// Toss half the buffer plus whatever's being written anew:
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comp = GetAlignedBufferSize( (m_size + nSamples ) / 16 );
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if( comp > (m_size-SndOutPacketSize) ) comp = m_size-SndOutPacketSize;
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}
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_DropSamples_Internal(comp);
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if( MsgOverruns() )
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ConLog(" * SPU2 > Overrun Compensation (%d packets tossed)\n", comp / SndOutPacketSize );
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lastPct = 0.0; // normalize the timestretcher
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#else
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if( MsgOverruns() )
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ConLog(" * SPU2 > Overrun! 1 packet tossed)\n");
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lastPct = 0.0; // normalize the timestretcher
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return;
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#endif
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}
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_WriteSamples_Safe(bData, nSamples);
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}
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void SndBuffer::Init()
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{
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if( mods[OutputModule] == NULL )
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{
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_InitFail();
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return;
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}
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// initialize sound buffer
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// Buffer actually attempts to run ~50%, so allocate near double what
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// the requested latency is:
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m_rpos = 0;
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m_wpos = 0;
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try
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{
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const float latencyMS = SndOutLatencyMS * 16;
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m_size = GetAlignedBufferSize( (int)(latencyMS * SampleRate / 1000.0f ) );
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m_buffer = new StereoOut32[m_size];
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m_underrun_freeze = false;
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sndTempBuffer = new StereoOut32[SndOutPacketSize];
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sndTempBuffer16 = new StereoOut16[SndOutPacketSize * 2]; // in case of leftovers.
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}
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catch( std::bad_alloc& )
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{
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// out of memory exception (most likely)
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SysMessage( "Out of memory error occurred while initializing SPU2." );
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_InitFail();
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return;
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}
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// clear buffers!
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// Fixes loopy sounds on emu resets.
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memset( sndTempBuffer, 0, sizeof(StereoOut32) * SndOutPacketSize );
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memset( sndTempBuffer16, 0, sizeof(StereoOut16) * SndOutPacketSize );
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sndTempProgress = 0;
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soundtouchInit(); // initializes the timestretching
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// initialize module
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if( mods[OutputModule]->Init() == -1 ) _InitFail();
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}
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void SndBuffer::Cleanup()
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{
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mods[OutputModule]->Close();
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soundtouchCleanup();
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safe_delete_array( m_buffer );
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safe_delete_array( sndTempBuffer );
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safe_delete_array( sndTempBuffer16 );
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}
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int SndBuffer::m_dsp_progress = 0;
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int SndBuffer::m_timestretch_progress = 0;
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int SndBuffer::ssFreeze = 0;
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void SndBuffer::ClearContents()
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{
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SndBuffer::soundtouchClearContents();
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SndBuffer::ssFreeze = 256; //Delays sound output for about 1 second.
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}
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void SndBuffer::Write( const StereoOut32& Sample )
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{
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// Log final output to wavefile.
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WaveDump::WriteCore( 1, CoreSrc_External, Sample.DownSample() );
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if( WavRecordEnabled ) RecordWrite( Sample.DownSample() );
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if(mods[OutputModule] == &NullOut) // null output doesn't need buffering or stretching! :p
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return;
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sndTempBuffer[sndTempProgress++] = Sample;
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// If we haven't accumulated a full packet yet, do nothing more:
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if(sndTempProgress < SndOutPacketSize) return;
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sndTempProgress = 0;
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//Don't play anything directly after loading a savestate, avoids static killing your speakers.
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if ( ssFreeze > 0 )
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{
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ssFreeze--;
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memset( sndTempBuffer, 0, sizeof(StereoOut32) * SndOutPacketSize ); // Play silence
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}
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#ifndef __POSIX__
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if( dspPluginEnabled )
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{
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// Convert in, send to winamp DSP, and convert out.
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int ei= m_dsp_progress;
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for( int i=0; i<SndOutPacketSize; ++i, ++ei ) { sndTempBuffer16[ei] = sndTempBuffer[i].DownSample(); }
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m_dsp_progress += DspProcess( (s16*)sndTempBuffer16 + m_dsp_progress, SndOutPacketSize );
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// Some ugly code to ensure full packet handling:
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ei = 0;
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while( m_dsp_progress >= SndOutPacketSize )
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{
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for( int i=0; i<SndOutPacketSize; ++i, ++ei ) { sndTempBuffer[i] = sndTempBuffer16[ei].UpSample(); }
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if( SynchMode == 0 ) // TimeStrech on
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timeStretchWrite();
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else
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_WriteSamples(sndTempBuffer, SndOutPacketSize);
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m_dsp_progress -= SndOutPacketSize;
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}
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// copy any leftovers to the front of the dsp buffer.
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if( m_dsp_progress > 0 )
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{
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memcpy( sndTempBuffer16, &sndTempBuffer16[ei],
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sizeof(sndTempBuffer16[0]) * m_dsp_progress
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);
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}
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}
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#endif
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else
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{
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if( SynchMode == 0 ) // TimeStrech on
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timeStretchWrite();
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else
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_WriteSamples(sndTempBuffer, SndOutPacketSize);
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}
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}
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s32 SndBuffer::Test()
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{
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if( mods[OutputModule] == NULL )
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return -1;
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return mods[OutputModule]->Test();
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}
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