forked from ShuriZma/suyu
1
0
Fork 0

audio: Improving audio timing for multicore/single core

Fixes the issue with needing the timestretcher for multicore.
This commit is contained in:
David Marcec 2020-07-01 16:52:02 +10:00
parent 15a04fb704
commit 24c2930012
2 changed files with 7 additions and 20 deletions

View File

@ -38,7 +38,7 @@ Stream::Stream(Core::Timing::CoreTiming& core_timing, u32 sample_rate, Format fo
sink_stream{sink_stream}, core_timing{core_timing}, name{std::move(name_)} { sink_stream{sink_stream}, core_timing{core_timing}, name{std::move(name_)} {
release_event = Core::Timing::CreateEvent( release_event = Core::Timing::CreateEvent(
name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(); }); name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(cycles_late); });
} }
void Stream::Play() { void Stream::Play() {
@ -66,15 +66,6 @@ s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
return ns.count(); return ns.count();
} }
s64 Stream::GetBufferReleaseNSHostTiming(const Buffer& buffer) const {
const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
/// DSP signals before playing the last sample, in HLE we emulate this in this way
s64 base_samples = std::max<s64>(static_cast<s64>(num_samples) - 1, 0);
const auto ns =
std::chrono::nanoseconds((static_cast<u64>(base_samples) * 1000000000ULL) / sample_rate);
return ns.count();
}
static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) { static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)}; const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)};
@ -89,7 +80,7 @@ static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
} }
} }
void Stream::PlayNextBuffer() { void Stream::PlayNextBuffer(s64 cycles_late) {
if (!IsPlaying()) { if (!IsPlaying()) {
// Ensure we are in playing state before playing the next buffer // Ensure we are in playing state before playing the next buffer
sink_stream.Flush(); sink_stream.Flush();
@ -114,18 +105,14 @@ void Stream::PlayNextBuffer() {
sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples()); sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
if (core_timing.IsHostTiming()) { core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer) - cycles_late, release_event, {});
core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {});
} else {
core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
}
} }
void Stream::ReleaseActiveBuffer() { void Stream::ReleaseActiveBuffer(s64 cycles_late) {
ASSERT(active_buffer); ASSERT(active_buffer);
released_buffers.push(std::move(active_buffer)); released_buffers.push(std::move(active_buffer));
release_callback(); release_callback();
PlayNextBuffer(); PlayNextBuffer(cycles_late);
} }
bool Stream::QueueBuffer(BufferPtr&& buffer) { bool Stream::QueueBuffer(BufferPtr&& buffer) {

View File

@ -90,10 +90,10 @@ public:
private: private:
/// Plays the next queued buffer in the audio stream, starting playback if necessary /// Plays the next queued buffer in the audio stream, starting playback if necessary
void PlayNextBuffer(); void PlayNextBuffer(s64 cycles_late = 0);
/// Releases the actively playing buffer, signalling that it has been completed /// Releases the actively playing buffer, signalling that it has been completed
void ReleaseActiveBuffer(); void ReleaseActiveBuffer(s64 cycles_late = 0);
/// Gets the number of core cycles when the specified buffer will be released /// Gets the number of core cycles when the specified buffer will be released
s64 GetBufferReleaseNS(const Buffer& buffer) const; s64 GetBufferReleaseNS(const Buffer& buffer) const;