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2014-12-21spu: fix first sample, don't play aheadnotaz
2014-12-21spu: avoid NULL pSpuIrqnotaz
CTR sets 0 irq address, and savestates mess up
2014-12-20spu: put globals into a structurenotaz
- also clean up some unused stuff - put spu config into it's own structure and header
2014-12-20spu: remove some hacksnotaz
2014-12-20spu: rework synchronizationnotaz
2014-12-20spu: add a schedule callbacknotaz
2014-12-20spu: fix some fmod related breakagenotaz
2013-04-01asm: fix incorrect offsetsnotaz
2013-04-01still adjusting asm for better as compatibility..notaz
2013-03-25asm: use a macro for functionsnotaz
2013-03-25Don't compile in null sound driver for libretro and addtwinaphex
Makefile.libretro
2013-03-17spu: change sync againnotaz
will hurt audio if game is way too slow, but perhaps improve sync situation a bit..
2013-01-05spu: fix decode offsetnotaz
2013-01-05spu: stop at address 0notaz
or should we? (Music 2000)
2013-01-05spu: check buffer state less oftennotaz
2013-01-03spu: also return on decoder irqsnotaz
2013-01-03spu: fix decode buffersnotaz
sync is still broken :(
2012-12-23frontend: fix pulseaudio, detect it in configure scriptnotaz
2012-12-02improve ARM feature detectionnotaz
2012-11-24spu: fix saving bugnotaz
fixup on load too
2012-11-24fix some more 32/64bit incompatibilitiesnotaz
2012-11-19dfsound: add PulseAudio workaroundnotaz
2012-11-18spu: stop at 0 volumenotaz
2012-11-05sort out 32/64bit savestate compat issuesnotaz
2012-07-31allow multiple sound drivers to be compilednotaz
2012-07-31spu: some cleanupsnotaz
2012-07-30fix various fPIC issuesnotaz
2012-07-16spu: rework irqs, again..notaz
- no early irqs, breaks games that setup irq on last block and then DMA - don't cut last sample on bIRQReturn, fixes stereo under-decode
2012-07-15spu: handle cd decode buffers toonotaz
2012-07-15spu: add decode buffer and reverb read handlingnotaz
2012-07-15spu: rework irq handling and loop reloadingnotaz
irq might be too early, but this seems to be better than was before. Special thanks to Ryphecha for some ideas again.
2012-07-09spu: get rid of iSPUIRQWaitnotaz
there should be no reason to ever turn it off
2012-07-09spu: get rid of iSpuAsyncWait hacknotaz
..and replace with some different dma detection hack
2012-07-09spu: remove some hacks, to be reworkednotaz
get rid of always-iSpuAsyncWait and iSecureStart hacks. Also SoundGetBytesBuffered is lying, make that lie more obvious and remove some confusing pointless constants.
2012-07-09spu: remove all threading codenotaz
it is broken for a while now, and I have no intention to fix it.
2012-07-09spu: keep generating irqs while they are pendingnotaz
pending should be implemented as such, but there is no psemu API for it..
2011-10-30spu: add asm mixing code for ARMv5 toonotaz
2011-10-10spu: fix gaussian interpolationnotaz
2011-10-10psxcounters: change spu update ~2msnotaz
old value ~1.4 was weird anyway
2011-10-08spu: make "simple" interpolation even more simplenotaz
that division is not worth the quality increase it might give, also sinc now can be 0 after resets, causing div0 fault.
2011-10-08spu/cdda: sync cdda to spu playbacknotaz
this will probably make cdrom/vsync timing desync situation worse (those were never in sync anyway) but fix some cdda related sound stuttering. Those magic values are used trying to preserve other SPU plugin compatibility.
2011-09-23support armv5 buildnotaz
2011-09-22spu: handle loop write vs loop flag race (bIgnoreLoop alternative)notaz
it feels this should be better, but shouldn't write much here without testing really (Heart of Darkness).
2011-09-22spu: clean up unneeded codenotaz
2011-09-22spu: use last written loop value when startingnotaz
Now that we play silent channels, at least Alien Ressurection wants this. I should really bring out my PSX and test this properly..
2011-09-21spu: get rid of pCurr -1, pass right chans to silent handlernotaz
pCurr -1 would work weird with savestates and could screw things up in general..
2011-09-20spu: fix a few mixing issuesnotaz
2011-09-19spu: don't wait for irq on silent channelsnotaz
no point to do so, breaks other chans if silent ones interrupt often (Discworld)
2011-08-01spu: split out mixing, use NEON for that on ARMnotaz
2011-08-01spu: merge DrHell/shalma noise codenotaz
fraction part dropped since it looked suspicious.