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Support looping HLE audio ()

* Support looping HLE audio
* DSP: Fix dirty bit clears, handle nonmonotonically incrementing IDs
* DSP: Add start offset support
This commit is contained in:
Jake Merdich 2017-01-30 02:52:25 -05:00 committed by Yuri Kunde Schlesner
parent 1410aa1824
commit ff28080091
2 changed files with 35 additions and 11 deletions
src/audio_core/hle

View File

@ -158,6 +158,14 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
static_cast<size_t>(state.mono_or_stereo));
}
u32_dsp play_position = {};
if (config.play_position_dirty && config.play_position != 0) {
config.play_position_dirty.Assign(0);
play_position = config.play_position;
// play_position applies only to the embedded buffer, and defaults to 0 w/o a dirty bit
// This will be the starting sample for the first time the buffer is played.
}
if (config.embedded_buffer_dirty) {
config.embedded_buffer_dirty.Assign(0);
state.input_queue.emplace(Buffer{
@ -171,9 +179,18 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
state.mono_or_stereo,
state.format,
false,
play_position,
false,
});
LOG_TRACE(Audio_DSP, "enqueuing embedded addr=0x%08x len=%u id=%hu",
config.physical_address, config.length, config.buffer_id);
LOG_TRACE(Audio_DSP, "enqueuing embedded addr=0x%08x len=%u id=%hu start=%u",
config.physical_address, config.length, config.buffer_id,
static_cast<u32>(config.play_position));
}
if (config.loop_related_dirty && config.loop_related != 0) {
config.loop_related_dirty.Assign(0);
LOG_WARNING(Audio_DSP, "Unhandled complex loop with loop_related=0x%08x",
static_cast<u32>(config.loop_related));
}
if (config.buffer_queue_dirty) {
@ -192,6 +209,8 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
state.mono_or_stereo,
state.format,
true,
{}, // 0 in u32_dsp
false,
});
LOG_TRACE(Audio_DSP, "enqueuing queued %zu addr=0x%08x len=%u id=%hu", i,
b.physical_address, b.length, b.buffer_id);
@ -247,18 +266,18 @@ bool Source::DequeueBuffer() {
if (state.input_queue.empty())
return false;
const Buffer buf = state.input_queue.top();
state.input_queue.pop();
Buffer buf = state.input_queue.top();
// if we're in a loop, the current sound keeps playing afterwards, so leave the queue alone
if (!buf.is_looping) {
state.input_queue.pop();
}
if (buf.adpcm_dirty) {
state.adpcm_state.yn1 = buf.adpcm_yn[0];
state.adpcm_state.yn2 = buf.adpcm_yn[1];
}
if (buf.is_looping) {
LOG_ERROR(Audio_DSP, "Looped buffers are unimplemented at the moment");
}
const u8* const memory = Memory::GetPhysicalPointer(buf.physical_address);
if (memory) {
const unsigned num_channels = buf.mono_or_stereo == MonoOrStereo::Stereo ? 2 : 1;
@ -305,10 +324,13 @@ bool Source::DequeueBuffer() {
break;
}
state.current_sample_number = 0;
state.next_sample_number = 0;
// the first playthrough starts at play_position, loops start at the beginning of the buffer
state.current_sample_number = (!buf.has_played) ? buf.play_position : 0;
state.next_sample_number = state.current_sample_number;
state.current_buffer_id = buf.buffer_id;
state.buffer_update = buf.from_queue;
state.buffer_update = buf.from_queue && !buf.has_played;
buf.has_played = true;
LOG_TRACE(Audio_DSP, "source_id=%zu buffer_id=%hu from_queue=%s current_buffer.size()=%zu",
source_id, buf.buffer_id, buf.from_queue ? "true" : "false",

View File

@ -76,6 +76,8 @@ private:
Format format;
bool from_queue;
u32_dsp play_position; // = 0;
bool has_played; // = false;
};
struct BufferOrder {