Fixed SDL sound thread/shutdown issue for good now
Updated makefile
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be5a6182cc
commit
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7
Makefile
7
Makefile
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@ -61,7 +61,6 @@ ${DMGDIR}/gbSound${OE}
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SDLOBJ=${SDLDIR}/debugger${OE} ${SDLDIR}/SDL${OE} ${SDLDIR}/dummy${OE}
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OBJECTS=${MAINOBJ} ${DMGOBJ} ${SDLOBJ} ${GBAPUOBJ}
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LIB=
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ifeq ($(USEASM),yes)
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OBJECTS+=${ASMOBJ}
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@ -83,9 +82,9 @@ endif
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ALL: ${OUT}
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${OUT}: ${OBJECTS} ${LIB}
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$(CPPC) -o $@ ${OBJECTS} ${LIB} ${LFLAGS}
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${OUT}: ${OBJECTS}
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$(CPPC) -o $@ ${OBJECTS} ${LFLAGS}
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$(STRIP) $@
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clean:
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$(DEL) ${OUT} ${OBJECTS} ${LIB}
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$(DEL) ${OUT} ${OBJECTS}
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@ -37,7 +37,7 @@
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#include "../RTC.h"
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#include "../Sound.h"
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#include "../Text.h"
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#include "../unzip.h"
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#include "zlib.h"
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#include "../Util.h"
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#include "../gb/gb.h"
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#include "../gb/gbGlobals.h"
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@ -285,7 +285,7 @@ char screenMessageBuffer[21];
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u32 screenMessageTime = 0;
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// Patch #1382692 by deathpudding.
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const int sdlSoundSamples = 2048;
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const int sdlSoundSamples = 4096;
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const int sdlSoundAlign = 4;
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const int sdlSoundCapacity = sdlSoundSamples * 2;
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const int sdlSoundTotalLen = sdlSoundCapacity + sdlSoundAlign;
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@ -3171,7 +3171,7 @@ SDL_mutexP(sdlSoundMutex);
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const int nAvail = soundBufferUsed();
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if (len > nAvail)
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len = nAvail;
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const int nAvail2 = ((sdlSoundTotalLen - sdlSoundRPos) + sdlSoundTotalLen) % sdlSoundTotalLen;
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const int nAvail2 = sdlSoundTotalLen - sdlSoundRPos;
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if (len >= nAvail2) {
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memcpy(stream, &sdlSoundBuffer[sdlSoundRPos], nAvail2);
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sdlSoundRPos = 0;
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@ -3186,34 +3186,35 @@ SDL_mutexP(sdlSoundMutex);
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SDL_CondSignal(sdlSoundCond);
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SDL_mutexV(sdlSoundMutex);
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}
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void systemWriteDataToSoundBuffer()
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{
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if (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)
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{
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SDL_PauseAudio(0);
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}
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int remain = soundBufferLen;
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const u8 *wave = reinterpret_cast<const u8 *>(soundFinalWave);
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if (remain <= 0)
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return;
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SDL_mutexP(sdlSoundMutex);
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int n;
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while (remain >= (n = soundBufferFree())) {
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const int nAvail = ((sdlSoundTotalLen - sdlSoundWPos) + sdlSoundTotalLen) % sdlSoundTotalLen;
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if (n >= nAvail) {
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const int nAvail = (sdlSoundTotalLen - sdlSoundWPos) < n ? (sdlSoundTotalLen - sdlSoundWPos) : n;
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memcpy(&sdlSoundBuffer[sdlSoundWPos], wave, nAvail);
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sdlSoundWPos = 0;
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sdlSoundWPos = (sdlSoundWPos + nAvail) % sdlSoundTotalLen;
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wave += nAvail;
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remain -= nAvail;
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n -= nAvail;
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}
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if (!emulating || speedup || throttle) {
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SDL_mutexV(sdlSoundMutex);
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return;
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}
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SDL_CondWait(sdlSoundCond, sdlSoundMutex);
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}
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const int nAvail = ((sdlSoundTotalLen - sdlSoundWPos) + sdlSoundTotalLen) % sdlSoundTotalLen;
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const int nAvail = sdlSoundTotalLen - sdlSoundWPos;
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if (remain >= nAvail) {
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memcpy(&sdlSoundBuffer[sdlSoundWPos], wave, nAvail);
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sdlSoundWPos = 0;
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@ -3227,7 +3228,6 @@ void systemWriteDataToSoundBuffer()
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SDL_mutexV(sdlSoundMutex);
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}
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bool systemSoundInit()
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{
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SDL_AudioSpec audio;
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