Hook up sound output in the LLE plugin. Some AX games actually produce some icky scratchy "sound" sometimes :D

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@761 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-10-04 00:16:19 +00:00
parent 8d0f6d40f4
commit 3d475abf2b
8 changed files with 243 additions and 36 deletions

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@ -23,6 +23,26 @@
#define __CDebugger_h__
// ---------------------------------------------------------------------------------------
// wx stuff, I'm not sure if we use all these
#ifndef WX_PRECOMP
#include <wx/wx.h>
#include <wx/dialog.h>
#else
#include <wx/wxprec.h>
#endif
#include <wx/button.h>
#include <wx/stattext.h>
#include <wx/statbox.h>
#include <wx/statbmp.h>
#include <wx/sizer.h>
#include <wx/filepicker.h>
#include <wx/listctrl.h>
#include <wx/imaglist.h>
// ------------
#include "../Globals.h"
class CPBView;

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@ -2,26 +2,6 @@
#define _GLOBALS_H
// ---------------------------------------------------------------------------------------
// wx stuff, I'm not sure if we use all these
#ifndef WX_PRECOMP
#include <wx/wx.h>
#include <wx/dialog.h>
#else
#include <wx/wxprec.h>
#endif
#include <wx/button.h>
#include <wx/stattext.h>
#include <wx/statbox.h>
#include <wx/statbmp.h>
#include <wx/sizer.h>
#include <wx/filepicker.h>
#include <wx/listctrl.h>
#include <wx/imaglist.h>
// ------------
#include "Common.h"
#include "pluginspecs_dsp.h"

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Version="9,00"
Name="Plugin_DSP_LLE"
ProjectGUID="{C60D0E7A-ED05-4C67-9EE7-3A6C0D7801C8}"
RootNamespace="Plugin_DSP_LLE"
@ -735,6 +735,18 @@
>
</File>
</Filter>
<Filter
Name="PCHW"
>
<File
RelativePath=".\Src\Mixer.cpp"
>
</File>
<File
RelativePath=".\Src\Mixer.h"
>
</File>
</Filter>
<File
RelativePath=".\Src\DSoundStream.cpp"
>

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@ -60,7 +60,7 @@ LRESULT CDisAsmDlg::OnInitDialog(UINT /*uMsg*/, WPARAM /*wParam*/, LPARAM /*lPar
m_DisAsmListViewCtrl.AddColumn(_T("BP"), ColumnBP);
m_DisAsmListViewCtrl.AddColumn(_T("Function"), ColumnFunction);
m_DisAsmListViewCtrl.AddColumn(_T("Address"), ColumnAddress);
m_DisAsmListViewCtrl.AddColumn(_T("Menmomic"), ColumnMenmomic);
m_DisAsmListViewCtrl.AddColumn(_T("Mnenmomic"), ColumnMenmomic);
m_DisAsmListViewCtrl.AddColumn(_T("Opcode"), ColumnOpcode);
m_DisAsmListViewCtrl.AddColumn(_T("Ext"), ColumnExt);
m_DisAsmListViewCtrl.AddColumn(_T("Parameter"), ColumnParameter);

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@ -0,0 +1,157 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// This queue solution is temporary. I'll implement something more efficient later.
#include <queue>
#include "Thread.h"
#include "Mixer.h"
#include "FixedSizeQueue.h"
#ifdef _WIN32
#include "DSoundStream.h"
#endif
namespace {
Common::CriticalSection push_sync;
// On real hardware, this fifo is much, much smaller. But timing is also tighter than under Windows, so...
const int queue_minlength = 1024 * 4;
const int queue_maxlength = 1024 * 28;
FixedSizeQueue<s16, queue_maxlength> sample_queue;
} // namespace
volatile bool mixer_HLEready = false;
volatile int queue_size = 0;
void Mixer(short *buffer, int numSamples, int bits, int rate, int channels)
{
// silence
memset(buffer, 0, numSamples * 2 * sizeof(short));
push_sync.Enter();
int count = 0;
while (queue_size > queue_minlength && count < numSamples * 2) {
int x = buffer[count];
x += sample_queue.front();
if (x > 32767) x = 32767;
if (x < -32767) x = -32767;
buffer[count++] = x;
sample_queue.pop();
x = buffer[count];
x += sample_queue.front();
if (x > 32767) x = 32767;
if (x < -32767) x = -32767;
buffer[count++] = x;
sample_queue.pop();
queue_size-=2;
}
push_sync.Leave();
}
void Mixer_PushSamples(short *buffer, int num_stereo_samples, int sample_rate) {
// static FILE *f;
// if (!f)
// f = fopen("d:\\hello.raw", "wb");
// fwrite(buffer, num_stereo_samples * 4, 1, f);
if (queue_size == 0)
{
queue_size = queue_minlength;
for (int i = 0; i < queue_minlength; i++)
sample_queue.push((s16)0);
}
static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
static int acc=0;
#ifdef _WIN32
if (!GetAsyncKeyState(VK_TAB)) {
while (queue_size > queue_maxlength / 2) {
DSound::DSound_UpdateSound();
Sleep(0);
}
} else {
return;
}
#else
while (queue_size > queue_maxlength) {
sleep(0);
}
#endif
//convert into config option?
const int mode = 2;
push_sync.Enter();
while (num_stereo_samples)
{
acc += sample_rate;
while (num_stereo_samples && (acc >= 48000))
{
PV4l=PV3l;
PV3l=PV2l;
PV2l=PV1l;
PV1l=*(buffer++); //32bit processing
PV4r=PV3r;
PV3r=PV2r;
PV2r=PV1r;
PV1r=*(buffer++); //32bit processing
num_stereo_samples--;
acc-=48000;
}
// defaults to nearest
s32 DataL = PV1l;
s32 DataR = PV1r;
if (mode == 1) //linear
{
DataL = PV1l + ((PV2l - PV1l)*acc)/48000;
DataR = PV1r + ((PV2r - PV1r)*acc)/48000;
}
else if (mode == 2) //cubic
{
s32 a0l = PV1l - PV2l - PV4l + PV3l;
s32 a0r = PV1r - PV2r - PV4r + PV3r;
s32 a1l = PV4l - PV3l - a0l;
s32 a1r = PV4r - PV3r - a0r;
s32 a2l = PV1l - PV4l;
s32 a2r = PV1r - PV4r;
s32 a3l = PV2l;
s32 a3r = PV2r;
s32 t0l = ((a0l )*acc)/48000;
s32 t0r = ((a0r )*acc)/48000;
s32 t1l = ((t0l+a1l)*acc)/48000;
s32 t1r = ((t0r+a1r)*acc)/48000;
s32 t2l = ((t1l+a2l)*acc)/48000;
s32 t2r = ((t1r+a2r)*acc)/48000;
s32 t3l = ((t2l+a3l));
s32 t3r = ((t2r+a3r));
DataL = t3l;
DataR = t3r;
}
sample_queue.push(DataL);
sample_queue.push(DataR);
queue_size += 2;
}
push_sync.Leave();
}

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@ -0,0 +1,30 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _MIXER_H
#define _MIXER_H
extern volatile bool mixer_HLEready;
// Called from audio threads
void Mixer(short* buffer, int numSamples, int bits, int rate, int channels);
// Called from main thread
void Mixer_PushSamples(short *buffer, int num_stereo_samples, int sample_rate);
#endif

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@ -82,8 +82,8 @@ uint16 dsp_dmem_read(uint16 addr)
switch (addr >> 12)
{
case 0x1: // 1xxx COEF
val = g_dsp.coef[addr & DSP_DROM_MASK];
case 0x0: // 0xxx DRAM
val = g_dsp.dram[addr & DSP_DRAM_MASK];
val = dsp_swap16(val);
break;
@ -93,13 +93,13 @@ uint16 dsp_dmem_read(uint16 addr)
val = dsp_swap16(val);
break;
case 0xf: // Fxxx HW regs
val = gdsp_ifx_read(addr);
case 0x1: // 1xxx COEF
val = g_dsp.coef[addr & DSP_DROM_MASK];
val = dsp_swap16(val);
break;
case 0x0: // 0xxx DRAM
val = g_dsp.dram[addr & DSP_DRAM_MASK];
val = dsp_swap16(val);
case 0xf: // Fxxx HW regs
val = gdsp_ifx_read(addr);
break;
default: // error

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@ -18,6 +18,7 @@
#include "Common.h"
#include "Globals.h"
#include "CommonTypes.h"
#include "Mixer.h"
#include "gdsp_interpreter.h"
#include "gdsp_interface.h"
@ -203,10 +204,6 @@ void dspi_req_dsp_irq()
}
void Mixer(short* buffer, int numSamples, int bits, int rate, int channels)
{}
void DSP_Initialize(DSPInitialize _dspInitialize)
{
bool bCanWork = true;
@ -376,12 +373,23 @@ void DSP_Update(int cycles)
#endif
}
void DSP_SendAIBuffer(unsigned int address, int sample_rate)
{
// uint32 Size = _Size * 16 * 2; // 16bit per sample, two channels
short samples[16] = {0}; // interleaved stereo
if (address) {
for (int i = 0; i < 16; i++) {
samples[i] = Memory_Read_U16(address + i * 2);
}
}
Mixer_PushSamples(samples, 32 / 4, sample_rate);
g_LastDMAAddress = address;
g_LastDMASize = 32;
static int counter = 0;
counter++;
#ifdef _WIN32
if ((counter & 255) == 0)
DSound::DSound_UpdateSound();
#endif
}