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	Audio: Correct buffer release for host timing.
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				| @ -66,6 +66,15 @@ 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)}; | ||||||
| 
 | 
 | ||||||
| @ -105,8 +114,12 @@ void Stream::PlayNextBuffer() { | |||||||
| 
 | 
 | ||||||
|     sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples()); |     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), release_event, {}); | ||||||
|     } |     } | ||||||
|  | } | ||||||
| 
 | 
 | ||||||
| void Stream::ReleaseActiveBuffer() { | void Stream::ReleaseActiveBuffer() { | ||||||
|     ASSERT(active_buffer); |     ASSERT(active_buffer); | ||||||
|  | |||||||
| @ -98,6 +98,9 @@ private: | |||||||
|     /// 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; | ||||||
| 
 | 
 | ||||||
|  |     /// Gets the number of core cycles when the specified buffer will be released
 | ||||||
|  |     s64 GetBufferReleaseNSHostTiming(const Buffer& buffer) const; | ||||||
|  | 
 | ||||||
|     u32 sample_rate;                  ///< Sample rate of the stream
 |     u32 sample_rate;                  ///< Sample rate of the stream
 | ||||||
|     Format format;                    ///< Format of the stream
 |     Format format;                    ///< Format of the stream
 | ||||||
|     float game_volume = 1.0f;         ///< The volume the game currently has set
 |     float game_volume = 1.0f;         ///< The volume the game currently has set
 | ||||||
|  | |||||||
| @ -72,6 +72,11 @@ public: | |||||||
|         this->is_multicore = is_multicore; |         this->is_multicore = is_multicore; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     /// Check if it's using host timing.
 | ||||||
|  |     bool IsHostTiming() const { | ||||||
|  |         return is_multicore; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     /// Pauses/Unpauses the execution of the timer thread.
 |     /// Pauses/Unpauses the execution of the timer thread.
 | ||||||
|     void Pause(bool is_paused); |     void Pause(bool is_paused); | ||||||
| 
 | 
 | ||||||
|  | |||||||
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