pcsx2/pcsx2/SPU2/SndOut.cpp

520 lines
13 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2020 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Global.h"
StereoOut32 StereoOut32::Empty(0, 0);
StereoOut32::StereoOut32(const StereoOut16& src)
: Left(src.Left)
, Right(src.Right)
{
}
StereoOut32::StereoOut32(const StereoOutFloat& src)
: Left((s32)(src.Left * 2147483647.0f))
, Right((s32)(src.Right * 2147483647.0f))
{
}
StereoOut16 StereoOut32::DownSample() const
{
return StereoOut16(
Left >> SndOutVolumeShift,
Right >> SndOutVolumeShift);
}
StereoOut32 StereoOut16::UpSample() const
{
return StereoOut32(
Left << SndOutVolumeShift,
Right << SndOutVolumeShift);
}
class NullOutModule : public SndOutModule
{
public:
s32 Init() { return 0; }
void Close() {}
s32 Test() const { return 0; }
void Configure(uptr parent) {}
int GetEmptySampleCount() { return 0; }
const wchar_t* GetIdent() const
{
return L"nullout";
}
const wchar_t* GetLongName() const
{
return L"No Sound (Emulate SPU2 only)";
}
void ReadSettings()
{
}
void SetApiSettings(wxString api)
{
}
void WriteSettings() const
{
}
} NullOut;
SndOutModule* mods[] =
{
&NullOut,
#ifdef _MSC_VER
XAudio2Out,
DSoundOut,
WaveOut,
#endif
#if defined(SPU2X_PORTAUDIO)
PortaudioOut,
#endif
#if defined(__linux__) /* && defined(__ALSA__)*/
SDLOut,
AlsaOut,
#endif
nullptr // signals the end of our list
};
int FindOutputModuleById(const wchar_t* omodid)
{
int modcnt = 0;
while (mods[modcnt] != nullptr)
{
if (wcscmp(mods[modcnt]->GetIdent(), omodid) == 0)
break;
++modcnt;
}
return modcnt;
}
StereoOut32* SndBuffer::m_buffer;
s32 SndBuffer::m_size;
__aligned(4) volatile s32 SndBuffer::m_rpos;
__aligned(4) volatile s32 SndBuffer::m_wpos;
bool SndBuffer::m_underrun_freeze;
StereoOut32* SndBuffer::sndTempBuffer = nullptr;
StereoOut16* SndBuffer::sndTempBuffer16 = nullptr;
int SndBuffer::sndTempProgress = 0;
int GetAlignedBufferSize(int comp)
{
return (comp + SndOutPacketSize - 1) & ~(SndOutPacketSize - 1);
}
// Returns TRUE if there is data to be output, or false if no data
// is available to be copied.
bool SndBuffer::CheckUnderrunStatus(int& nSamples, int& quietSampleCount)
{
quietSampleCount = 0;
int data = _GetApproximateDataInBuffer();
if (m_underrun_freeze)
{
int toFill = m_size / ((SynchMode == 2) ? 32 : 400); // TimeStretch and Async off?
toFill = GetAlignedBufferSize(toFill);
// toFill is now aligned to a SndOutPacket
if (data < toFill)
{
quietSampleCount = nSamples;
return false;
}
m_underrun_freeze = false;
if (MsgOverruns())
ConLog(" * SPU2 > Underrun compensation (%d packets buffered)\n", toFill / SndOutPacketSize);
lastPct = 0.0; // normalize timestretcher
}
else if (data < nSamples)
{
nSamples = data;
quietSampleCount = SndOutPacketSize - data;
m_underrun_freeze = true;
if (SynchMode == 0) // TimeStrech on
timeStretchUnderrun();
return nSamples != 0;
}
return true;
}
void SndBuffer::_InitFail()
{
// If a failure occurs, just initialize the NoSound driver. This'll allow
// the game to emulate properly (hopefully), albeit without sound.
OutputModule = FindOutputModuleById(NullOut.GetIdent());
mods[OutputModule]->Init();
}
int SndBuffer::_GetApproximateDataInBuffer()
{
// WARNING: not necessarily 100% up to date by the time it's used, but it will have to do.
return (m_wpos + m_size - m_rpos) % m_size;
}
void SndBuffer::_WriteSamples_Internal(StereoOut32* bData, int nSamples)
{
// WARNING: This assumes the write will NOT wrap around,
// and also assumes there's enough free space in the buffer.
memcpy(m_buffer + m_wpos, bData, nSamples * sizeof(StereoOut32));
m_wpos = (m_wpos + nSamples) % m_size;
}
void SndBuffer::_DropSamples_Internal(int nSamples)
{
m_rpos = (m_rpos + nSamples) % m_size;
}
void SndBuffer::_ReadSamples_Internal(StereoOut32* bData, int nSamples)
{
// WARNING: This assumes the read will NOT wrap around,
// and also assumes there's enough data in the buffer.
memcpy(bData, m_buffer + m_rpos, nSamples * sizeof(StereoOut32));
_DropSamples_Internal(nSamples);
}
void SndBuffer::_WriteSamples_Safe(StereoOut32* bData, int nSamples)
{
// WARNING: This code assumes there's only ONE writing process.
if ((m_size - m_wpos) < nSamples)
{
int b1 = m_size - m_wpos;
int b2 = nSamples - b1;
_WriteSamples_Internal(bData, b1);
_WriteSamples_Internal(bData + b1, b2);
}
else
{
_WriteSamples_Internal(bData, nSamples);
}
}
void SndBuffer::_ReadSamples_Safe(StereoOut32* bData, int nSamples)
{
// WARNING: This code assumes there's only ONE reading process.
if ((m_size - m_rpos) < nSamples)
{
int b1 = m_size - m_rpos;
int b2 = nSamples - b1;
_ReadSamples_Internal(bData, b1);
_ReadSamples_Internal(bData + b1, b2);
}
else
{
_ReadSamples_Internal(bData, nSamples);
}
}
// Note: When using with 32 bit output buffers, the user of this function is responsible
// for shifting the values to where they need to be manually. The fixed point depth of
// the sample output is determined by the SndOutVolumeShift, which is the number of bits
// to shift right to get a 16 bit result.
template <typename T>
void SndBuffer::ReadSamples(T* bData)
{
int nSamples = SndOutPacketSize;
// Problem:
// If the SPU2 gets even the least bit out of sync with the SndOut device,
// the readpos of the circular buffer will overtake the writepos,
// leading to a prolonged period of hopscotching read/write accesses (ie,
// lots of staticy crap sound for several seconds).
//
// Fix:
// If the read position overtakes the write position, abort the
// transfer immediately and force the SndOut driver to wait until
// the read buffer has filled up again before proceeding.
// This will cause one brief hiccup that can never exceed the user's
// set buffer length in duration.
int quietSamples;
if (CheckUnderrunStatus(nSamples, quietSamples))
{
pxAssume(nSamples <= SndOutPacketSize);
// WARNING: This code assumes there's only ONE reading process.
int b1 = m_size - m_rpos;
if (b1 > nSamples)
b1 = nSamples;
if (AdvancedVolumeControl)
{
// First part
for (int i = 0; i < b1; i++)
bData[i].AdjustFrom(m_buffer[i + m_rpos]);
// Second part
int b2 = nSamples - b1;
for (int i = 0; i < b2; i++)
bData[i + b1].AdjustFrom(m_buffer[i]);
}
else
{
// First part
for (int i = 0; i < b1; i++)
bData[i].ResampleFrom(m_buffer[i + m_rpos]);
// Second part
int b2 = nSamples - b1;
for (int i = 0; i < b2; i++)
bData[i + b1].ResampleFrom(m_buffer[i]);
}
_DropSamples_Internal(nSamples);
}
// If quietSamples != 0 it means we have an underrun...
// Let's just dull out some silence, because that's usually the least
// painful way of dealing with underruns:
std::fill_n(bData, quietSamples, T{});
}
template void SndBuffer::ReadSamples(StereoOut16*);
template void SndBuffer::ReadSamples(StereoOut32*);
//template void SndBuffer::ReadSamples(StereoOutFloat*);
template void SndBuffer::ReadSamples(Stereo21Out16*);
template void SndBuffer::ReadSamples(Stereo40Out16*);
template void SndBuffer::ReadSamples(Stereo41Out16*);
template void SndBuffer::ReadSamples(Stereo51Out16*);
template void SndBuffer::ReadSamples(Stereo51Out16Dpl*);
template void SndBuffer::ReadSamples(Stereo51Out16DplII*);
template void SndBuffer::ReadSamples(Stereo71Out16*);
template void SndBuffer::ReadSamples(Stereo20Out32*);
template void SndBuffer::ReadSamples(Stereo21Out32*);
template void SndBuffer::ReadSamples(Stereo40Out32*);
template void SndBuffer::ReadSamples(Stereo41Out32*);
template void SndBuffer::ReadSamples(Stereo51Out32*);
template void SndBuffer::ReadSamples(Stereo51Out32Dpl*);
template void SndBuffer::ReadSamples(Stereo51Out32DplII*);
template void SndBuffer::ReadSamples(Stereo71Out32*);
void SndBuffer::_WriteSamples(StereoOut32* bData, int nSamples)
{
m_predictData = 0;
// Problem:
// If the SPU2 gets out of sync with the SndOut device, the writepos of the
// circular buffer will overtake the readpos, leading to a prolonged period
// of hopscotching read/write accesses (ie, lots of staticy crap sound for
// several seconds).
//
// Compromise:
// When an overrun occurs, we adapt by discarding a portion of the buffer.
// The older portion of the buffer is discarded rather than incoming data,
// so that the overall audio synchronization is better.
int free = m_size - _GetApproximateDataInBuffer(); // -1, but the <= handles that
if (free <= nSamples)
{
// Disabled since the lock-free queue can't handle changing the read end from the write thread
#if 0
// Buffer overrun!
// Dump samples from the read portion of the buffer instead of dropping
// the newly written stuff.
s32 comp;
if( SynchMode == 0 ) // TimeStrech on
{
comp = timeStretchOverrun();
}
else
{
// Toss half the buffer plus whatever's being written anew:
comp = GetAlignedBufferSize( (m_size + nSamples ) / 16 );
if( comp > (m_size-SndOutPacketSize) ) comp = m_size-SndOutPacketSize;
}
_DropSamples_Internal(comp);
if( MsgOverruns() )
ConLog(" * SPU2 > Overrun Compensation (%d packets tossed)\n", comp / SndOutPacketSize );
lastPct = 0.0; // normalize the timestretcher
#else
if (MsgOverruns())
ConLog(" * SPU2 > Overrun! 1 packet tossed)\n");
lastPct = 0.0; // normalize the timestretcher
return;
#endif
}
_WriteSamples_Safe(bData, nSamples);
}
void SndBuffer::Init()
{
if (mods[OutputModule] == nullptr)
{
_InitFail();
return;
}
// initialize sound buffer
// Buffer actually attempts to run ~50%, so allocate near double what
// the requested latency is:
m_rpos = 0;
m_wpos = 0;
try
{
const float latencyMS = SndOutLatencyMS * 16;
m_size = GetAlignedBufferSize((int)(latencyMS * SampleRate / 1000.0f));
printf("%d SampleRate: \n", SampleRate);
m_buffer = new StereoOut32[m_size];
m_underrun_freeze = false;
sndTempBuffer = new StereoOut32[SndOutPacketSize];
sndTempBuffer16 = new StereoOut16[SndOutPacketSize * 2]; // in case of leftovers.
}
catch (std::bad_alloc&)
{
// out of memory exception (most likely)
SysMessage("Out of memory error occurred while initializing SPU2.");
_InitFail();
return;
}
sndTempProgress = 0;
soundtouchInit(); // initializes the timestretching
// initialize module
if (mods[OutputModule]->Init() == -1)
_InitFail();
}
void SndBuffer::Cleanup()
{
mods[OutputModule]->Close();
soundtouchCleanup();
safe_delete_array(m_buffer);
safe_delete_array(sndTempBuffer);
safe_delete_array(sndTempBuffer16);
}
int SndBuffer::m_dsp_progress = 0;
int SndBuffer::m_timestretch_progress = 0;
int SndBuffer::ssFreeze = 0;
void SndBuffer::ClearContents()
{
SndBuffer::soundtouchClearContents();
SndBuffer::ssFreeze = 256; //Delays sound output for about 1 second.
}
void SndBuffer::Write(const StereoOut32& Sample)
{
// Log final output to wavefile.
WaveDump::WriteCore(1, CoreSrc_External, Sample.DownSample());
if (WavRecordEnabled)
RecordWrite(Sample.DownSample());
if (mods[OutputModule] == &NullOut) // null output doesn't need buffering or stretching! :p
return;
sndTempBuffer[sndTempProgress++] = Sample;
// If we haven't accumulated a full packet yet, do nothing more:
if (sndTempProgress < SndOutPacketSize)
return;
sndTempProgress = 0;
//Don't play anything directly after loading a savestate, avoids static killing your speakers.
if (ssFreeze > 0)
{
ssFreeze--;
// Play silence
std::fill_n(sndTempBuffer, SndOutPacketSize, StereoOut32{});
}
#ifndef __POSIX__
if (dspPluginEnabled)
{
// Convert in, send to winamp DSP, and convert out.
int ei = m_dsp_progress;
for (int i = 0; i < SndOutPacketSize; ++i, ++ei)
{
sndTempBuffer16[ei] = sndTempBuffer[i].DownSample();
}
m_dsp_progress += DspProcess((s16*)sndTempBuffer16 + m_dsp_progress, SndOutPacketSize);
// Some ugly code to ensure full packet handling:
ei = 0;
while (m_dsp_progress >= SndOutPacketSize)
{
for (int i = 0; i < SndOutPacketSize; ++i, ++ei)
{
sndTempBuffer[i] = sndTempBuffer16[ei].UpSample();
}
if (SynchMode == 0) // TimeStrech on
timeStretchWrite();
else
_WriteSamples(sndTempBuffer, SndOutPacketSize);
m_dsp_progress -= SndOutPacketSize;
}
// copy any leftovers to the front of the dsp buffer.
if (m_dsp_progress > 0)
{
memcpy(sndTempBuffer16, &sndTempBuffer16[ei],
sizeof(sndTempBuffer16[0]) * m_dsp_progress);
}
}
#endif
else
{
if (SynchMode == 0) // TimeStrech on
timeStretchWrite();
else
_WriteSamples(sndTempBuffer, SndOutPacketSize);
}
}
s32 SndBuffer::Test()
{
if (mods[OutputModule] == nullptr)
return -1;
return mods[OutputModule]->Test();
}