Merge pull request #4219 from ogniK5377/audio-timing

audio: Improving audio timing for multicore/single core
This commit is contained in:
bunnei 2020-07-08 22:07:17 -04:00 committed by GitHub
commit 77bdd09aa2
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2 changed files with 9 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_)} {
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() {
@ -66,15 +66,6 @@ s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
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) {
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()) {
// Ensure we are in playing state before playing the next buffer
sink_stream.Flush();
@ -114,18 +105,16 @@ void Stream::PlayNextBuffer() {
sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
if (core_timing.IsHostTiming()) {
core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {});
} else {
core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
}
core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer) -
(Settings::values.enable_audio_stretching ? 0 : cycles_late),
release_event, {});
}
void Stream::ReleaseActiveBuffer() {
void Stream::ReleaseActiveBuffer(s64 cycles_late) {
ASSERT(active_buffer);
released_buffers.push(std::move(active_buffer));
release_callback();
PlayNextBuffer();
PlayNextBuffer(cycles_late);
}
bool Stream::QueueBuffer(BufferPtr&& buffer) {

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@ -90,10 +90,10 @@ public:
private:
/// 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
void ReleaseActiveBuffer();
void ReleaseActiveBuffer(s64 cycles_late = 0);
/// Gets the number of core cycles when the specified buffer will be released
s64 GetBufferReleaseNS(const Buffer& buffer) const;