AudioCore: Use nanoseconds instead of cycles for buffer time.
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2 changed files with 6 additions and 6 deletions
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@ -59,11 +59,11 @@ Stream::State Stream::GetState() const {
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return state;
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}
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s64 Stream::GetBufferReleaseCycles(const Buffer& buffer) const {
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s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
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const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
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const auto us =
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std::chrono::microseconds((static_cast<u64>(num_samples) * 1000000) / sample_rate);
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return Core::Timing::usToCycles(us);
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const auto ns =
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std::chrono::nanoseconds((static_cast<u64>(num_samples) * 1000000000ULL) / sample_rate);
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return ns.count();
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}
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static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
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@ -105,7 +105,7 @@ void Stream::PlayNextBuffer() {
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sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
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core_timing.ScheduleEvent(GetBufferReleaseCycles(*active_buffer), release_event, {});
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core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
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}
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void Stream::ReleaseActiveBuffer() {
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@ -96,7 +96,7 @@ private:
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void ReleaseActiveBuffer();
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/// Gets the number of core cycles when the specified buffer will be released
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s64 GetBufferReleaseCycles(const Buffer& buffer) const;
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s64 GetBufferReleaseNS(const Buffer& buffer) const;
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u32 sample_rate; ///< Sample rate of the stream
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Format format; ///< Format of the stream
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