degasus a1822a3aca fix AudioCommon::Mixer Buffer indices
This fix the 1h32 audio bug which outputs static sound after 1h32.

The mixer is used for 32->48kHz resampling and as output buffer for the async audio backends.
So this buffer was indiced by a writing and a reading pointer and the count of samples in it.
As this is redundant and the sample count isn't accurate calculateable because of the interpolation,
both indices gets out of sync. So after some time (~92min), this buffer overflows and return only garbage.

thx @ moosehunter + delroth for debugging on this issue. You did the most work :-)
2013-07-11 21:22:38 +02:00

111 lines
2.7 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifndef _MIXER_H_
#define _MIXER_H_
#include "WaveFile.h"
#include "StdMutex.h"
// 16 bit Stereo
#define MAX_SAMPLES (1024 * 8)
#define INDEX_MASK (MAX_SAMPLES * 2 - 1)
#define RESERVED_SAMPLES (256)
class CMixer {
public:
CMixer(unsigned int AISampleRate = 48000, unsigned int DACSampleRate = 48000, unsigned int BackendSampleRate = 32000)
: m_aiSampleRate(AISampleRate)
, m_dacSampleRate(DACSampleRate)
, m_bits(16)
, m_channels(2)
, m_HLEready(false)
, m_logAudio(0)
, m_indexW(0)
, m_indexR(0)
, m_AIplaying(true)
{
// AyuanX: The internal (Core & DSP) sample rate is fixed at 32KHz
// So when AI/DAC sample rate differs than 32KHz, we have to do re-sampling
m_sampleRate = BackendSampleRate;
memset(m_buffer, 0, sizeof(m_buffer));
INFO_LOG(AUDIO_INTERFACE, "Mixer is initialized (AISampleRate:%i, DACSampleRate:%i)", AISampleRate, DACSampleRate);
}
virtual ~CMixer() {}
// Called from audio threads
virtual unsigned int Mix(short* samples, unsigned int numSamples);
virtual void Premix(short * /*samples*/, unsigned int /*numSamples*/) {}
unsigned int GetNumSamples();
// Called from main thread
virtual void PushSamples(const short* samples, unsigned int num_samples);
unsigned int GetSampleRate() {return m_sampleRate;}
void SetThrottle(bool use) { m_throttle = use;}
// TODO: do we need this
bool IsHLEReady() { return m_HLEready;}
void SetHLEReady(bool ready) { m_HLEready = ready;}
// ---------------------
virtual void StartLogAudio(const char *filename) {
if (! m_logAudio) {
m_logAudio = true;
g_wave_writer.Start(filename, GetSampleRate());
g_wave_writer.SetSkipSilence(false);
NOTICE_LOG(DSPHLE, "Starting Audio logging");
} else {
WARN_LOG(DSPHLE, "Audio logging has already been started");
}
}
virtual void StopLogAudio() {
if (m_logAudio) {
m_logAudio = false;
g_wave_writer.Stop();
NOTICE_LOG(DSPHLE, "Stopping Audio logging");
} else {
WARN_LOG(DSPHLE, "Audio logging has already been stopped");
}
}
std::mutex& MixerCritical() { return m_csMixing; }
float GetCurrentSpeed() const { return m_speed; }
void UpdateSpeed(volatile float val) { m_speed = val; }
protected:
unsigned int m_sampleRate;
unsigned int m_aiSampleRate;
unsigned int m_dacSampleRate;
int m_bits;
int m_channels;
WaveFileWriter g_wave_writer;
bool m_HLEready;
bool m_logAudio;
bool m_throttle;
short m_buffer[MAX_SAMPLES * 2];
volatile u32 m_indexW;
volatile u32 m_indexR;
bool m_AIplaying;
std::mutex m_csMixing;
volatile float m_speed; // Current rate of the emulation (1.0 = 100% speed)
private:
};
#endif // _MIXER_H_