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author | Yotam Barnoy | 2010-05-24 06:57:58 +0000 |
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committer | Yotam Barnoy | 2010-05-24 06:57:58 +0000 |
commit | 87eb782496c71fe10ac829769a8c9762f5372e6f (patch) | |
tree | 832da5d4937b11c2311634217e30e19c4b16fd59 /backends | |
parent | 50847c02a6ca526a01f3eecae024e32973413a90 (diff) | |
download | scummvm-rg350-87eb782496c71fe10ac829769a8c9762f5372e6f.tar.gz scummvm-rg350-87eb782496c71fe10ac829769a8c9762f5372e6f.tar.bz2 scummvm-rg350-87eb782496c71fe10ac829769a8c9762f5372e6f.zip |
PSP: switched to the way SDL does things in the audio thread to get rid of clicking. PSP's thread is still more efficient.
svn-id: r49175
Diffstat (limited to 'backends')
-rw-r--r-- | backends/platform/psp/audio.cpp | 70 | ||||
-rw-r--r-- | backends/platform/psp/osys_psp.cpp | 2 |
2 files changed, 22 insertions, 50 deletions
diff --git a/backends/platform/psp/audio.cpp b/backends/platform/psp/audio.cpp index 58b2251811..2afc62d450 100644 --- a/backends/platform/psp/audio.cpp +++ b/backends/platform/psp/audio.cpp @@ -23,7 +23,6 @@ * */ -#include <SDL.h> #include <pspthreadman.h> #include <pspaudio.h> @@ -80,7 +79,7 @@ bool PspAudio::open(uint32 freq, uint32 numOfChannels, uint32 numOfSamples, call _bufferSize = numOfSamples * numOfChannels * sizeof(uint16); // should be the right size to send the app _callback = callback; _userData = userData; - _emptyBuffers = NUM_BUFFERS; + _emptyBuffers = NUM_BUFFERS - 1; // because we'll increase in the beginning _bufferToFill = 0; _bufferToPlay = 0; @@ -134,10 +133,10 @@ void PspAudio::audioThread() { if (_paused) PSP_DEBUG_PRINT("audio thread paused\n"); while (_paused) { // delay until we stop pausing - SDL_Delay(100); + sceKernelDelayThread(100000); // 100ms + if (!_paused) + PSP_DEBUG_PRINT("audio thread unpaused\n"); } - if (!_paused) - PSP_DEBUG_PRINT("audio thread unpaused\n"); // check if the audio is playing remainingSamples = sceAudioGetChannelRestLen(_pspChannel); @@ -148,49 +147,22 @@ void PspAudio::audioThread() { isPlaying = remainingSamples ? true : false; PSP_DEBUG_PRINT("remaining samples[%d]\n", remainingSamples); + + if (!isPlaying) { + _emptyBuffers++; + } + + while (_emptyBuffers) { // we have some empty buffers + PSP_DEBUG_PRINT("filling buffer[%d]. empty buffers[%d]\n", _bufferToFill, _emptyBuffers); + _callback(_userData, _buffers[_bufferToFill], _bufferSize); // ask mixer to fill in + nextBuffer(_bufferToFill); + _emptyBuffers--; + break; + } - while (true) { // really only execute once. this just helps write the logic - if (isPlaying) { - _stoppedPlayingOnceFlag = false; - - // check if a buffer is empty - if (_emptyBuffers) { // we have some empty buffers - PSP_DEBUG_PRINT("sound playing & an empty buffer. filling buffer[%d]. empty buffers[%d]\n", _bufferToFill, _emptyBuffers); - _callback(_userData, _buffers[_bufferToFill], _bufferSize); // ask mixer to fill in - nextBuffer(_bufferToFill); - _emptyBuffers--; - break; - } else { // we have no empty buffers - // calculate how long we need to sleep. time(us) = samples * 1000000 / freq - // since frequency is always 44100, we can do a shortcut: - // time(us) = samples * (10000 / 441) - uint32 sleepTime = (remainingSamples * 10000) / 441; - if (!sleepTime) - break; - PSP_DEBUG_PRINT("sound playing & no empty buffers. sleeping for %d samples for %dus\n", remainingSamples, sleepTime); - sceKernelDelayThread(sleepTime); - break; - } - } else { // we're not playing right now - if (_stoppedPlayingOnceFlag == false) { // we only want to do this when we finish playing - nextBuffer(_bufferToPlay); - _emptyBuffers++; - _stoppedPlayingOnceFlag = true; - } - - if (_emptyBuffers == NUM_BUFFERS) { // problem: we have only empty buffers! - PSP_DEBUG_PRINT("no sound playing & no full buffer. filling buffer[%d]. empty buffers[%d]\n", _bufferToFill, _emptyBuffers); - _callback(_userData, _buffers[_bufferToFill], _bufferSize); - nextBuffer(_bufferToFill); - _emptyBuffers--; - break; - } else { // we have at least one non-empty buffer - PSP_DEBUG_PRINT("no sound playing & a full buffer. playing buffer[%d]. empty buffers[%d]\n", _bufferToPlay, _emptyBuffers); - playBuffer(); - break; - } - } - } // while true + PSP_DEBUG_PRINT("playing buffer[%d]. empty buffers[%d]\n", _bufferToPlay, _emptyBuffers); + playBuffer(); + nextBuffer(_bufferToPlay); } // while _init // destroy everything @@ -212,9 +184,9 @@ inline bool PspAudio::playBuffer() { DEBUG_ENTER_FUNC(); int ret; if (_numOfChannels == 1) - ret = sceAudioOutput(_pspChannel, PSP_AUDIO_VOLUME_MAX, _buffers[_bufferToPlay]); + ret = sceAudioOutputBlocking(_pspChannel, PSP_AUDIO_VOLUME_MAX, _buffers[_bufferToPlay]); else - ret = sceAudioOutputPanned(_pspChannel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, _buffers[_bufferToPlay]); + ret = sceAudioOutputPannedBlocking(_pspChannel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, _buffers[_bufferToPlay]); if (ret < 0) { PSP_ERROR("failed to output audio. Error[%d]\n", ret); diff --git a/backends/platform/psp/osys_psp.cpp b/backends/platform/psp/osys_psp.cpp index d29196619b..f33081abbc 100644 --- a/backends/platform/psp/osys_psp.cpp +++ b/backends/platform/psp/osys_psp.cpp @@ -48,7 +48,7 @@ #include "backends/platform/psp/trace.h" -//#define USE_PSP_AUDIO +#define USE_PSP_AUDIO #define SAMPLES_PER_SEC 44100 |