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Support looping HLE audio (#2422)
* Support looping HLE audio * DSP: Fix dirty bit clears, handle nonmonotonically incrementing IDs * DSP: Add start offset support
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parent
1410aa1824
commit
ff28080091
2 changed files with 35 additions and 11 deletions
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@ -158,6 +158,14 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
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static_cast<size_t>(state.mono_or_stereo));
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}
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u32_dsp play_position = {};
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if (config.play_position_dirty && config.play_position != 0) {
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config.play_position_dirty.Assign(0);
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play_position = config.play_position;
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// play_position applies only to the embedded buffer, and defaults to 0 w/o a dirty bit
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// This will be the starting sample for the first time the buffer is played.
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}
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if (config.embedded_buffer_dirty) {
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config.embedded_buffer_dirty.Assign(0);
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state.input_queue.emplace(Buffer{
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@ -171,9 +179,18 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
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state.mono_or_stereo,
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state.format,
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false,
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play_position,
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false,
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});
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LOG_TRACE(Audio_DSP, "enqueuing embedded addr=0x%08x len=%u id=%hu",
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config.physical_address, config.length, config.buffer_id);
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LOG_TRACE(Audio_DSP, "enqueuing embedded addr=0x%08x len=%u id=%hu start=%u",
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config.physical_address, config.length, config.buffer_id,
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static_cast<u32>(config.play_position));
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}
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if (config.loop_related_dirty && config.loop_related != 0) {
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config.loop_related_dirty.Assign(0);
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LOG_WARNING(Audio_DSP, "Unhandled complex loop with loop_related=0x%08x",
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static_cast<u32>(config.loop_related));
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}
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if (config.buffer_queue_dirty) {
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@ -192,6 +209,8 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
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state.mono_or_stereo,
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state.format,
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true,
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{}, // 0 in u32_dsp
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false,
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});
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LOG_TRACE(Audio_DSP, "enqueuing queued %zu addr=0x%08x len=%u id=%hu", i,
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b.physical_address, b.length, b.buffer_id);
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@ -247,18 +266,18 @@ bool Source::DequeueBuffer() {
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if (state.input_queue.empty())
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return false;
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const Buffer buf = state.input_queue.top();
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Buffer buf = state.input_queue.top();
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// if we're in a loop, the current sound keeps playing afterwards, so leave the queue alone
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if (!buf.is_looping) {
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state.input_queue.pop();
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}
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if (buf.adpcm_dirty) {
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state.adpcm_state.yn1 = buf.adpcm_yn[0];
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state.adpcm_state.yn2 = buf.adpcm_yn[1];
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}
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if (buf.is_looping) {
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LOG_ERROR(Audio_DSP, "Looped buffers are unimplemented at the moment");
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}
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const u8* const memory = Memory::GetPhysicalPointer(buf.physical_address);
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if (memory) {
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const unsigned num_channels = buf.mono_or_stereo == MonoOrStereo::Stereo ? 2 : 1;
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@ -305,10 +324,13 @@ bool Source::DequeueBuffer() {
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break;
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}
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state.current_sample_number = 0;
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state.next_sample_number = 0;
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// the first playthrough starts at play_position, loops start at the beginning of the buffer
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state.current_sample_number = (!buf.has_played) ? buf.play_position : 0;
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state.next_sample_number = state.current_sample_number;
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state.current_buffer_id = buf.buffer_id;
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state.buffer_update = buf.from_queue;
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state.buffer_update = buf.from_queue && !buf.has_played;
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buf.has_played = true;
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LOG_TRACE(Audio_DSP, "source_id=%zu buffer_id=%hu from_queue=%s current_buffer.size()=%zu",
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source_id, buf.buffer_id, buf.from_queue ? "true" : "false",
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@ -76,6 +76,8 @@ private:
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Format format;
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bool from_queue;
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u32_dsp play_position; // = 0;
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bool has_played; // = false;
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};
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struct BufferOrder {
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