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authorYotam Barnoy2010-05-24 06:57:58 +0000
committerYotam Barnoy2010-05-24 06:57:58 +0000
commit87eb782496c71fe10ac829769a8c9762f5372e6f (patch)
tree832da5d4937b11c2311634217e30e19c4b16fd59 /backends
parent50847c02a6ca526a01f3eecae024e32973413a90 (diff)
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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.cpp70
-rw-r--r--backends/platform/psp/osys_psp.cpp2
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