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author | Nebuleon Fumika | 2013-01-13 05:00:47 -0500 |
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committer | Nebuleon Fumika | 2013-01-13 05:00:47 -0500 |
commit | 0d048d05ee50625f15d5235d362df6ee71903fc5 (patch) | |
tree | cb93b5f2cdbc91615836be915279091da55a9710 /source | |
parent | 5b33e3c903f87d17fec7b92e2cf2f578d0b8d7b5 (diff) | |
download | snes9x2005-0d048d05ee50625f15d5235d362df6ee71903fc5.tar.gz snes9x2005-0d048d05ee50625f15d5235d362df6ee71903fc5.tar.bz2 snes9x2005-0d048d05ee50625f15d5235d362df6ee71903fc5.zip |
Revert timer-interrupt audio, but not optimisations done since then. Get the controller status every scanline again.
Diffstat (limited to 'source')
-rw-r--r-- | source/nds/entry.cpp | 49 | ||||
-rw-r--r-- | source/nds/gui.c | 3 |
2 files changed, 6 insertions, 46 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp index f470a43..a389ebc 100644 --- a/source/nds/entry.cpp +++ b/source/nds/entry.cpp @@ -23,7 +23,6 @@ #include "ds2sound.h" void S9xProcessSound (unsigned int); -void NDSSFCProduceSound (unsigned int); char *rom_filename = NULL; char *SDD1_pack = NULL; @@ -545,13 +544,6 @@ int sfc_main (int argc, char **argv) TRUE, #endif Settings.SoundBufferSize); - // Start a timer for the sound - initTimer(0 /* timer channel, 0 or 1 */, - INTERRUPT_TIME /* period in microseconds */, - NDSSFCProduceSound /* timer function, void (unsigned int) */, - 0 /* programmer-specified argument to ^ */); - runTimer(0 /* timer channel, 0 or 1 */); - #ifdef GFX_MULTI_FORMAT // S9xSetRenderPixelFormat (RGB565); S9xSetRenderPixelFormat (BGR555); @@ -893,18 +885,6 @@ bool8 S9xOpenSoundDevice (int mode, bool8 stereo, int buffer_size) return (TRUE); } -/* - * In the interrupt model, calls to NDSSFCProduceSound could happen even - * when the CPU or APU is being reset or reloaded from a file. Prevent - * glitches and/or crashes (!) from occurring while sound is not being - * generated. - */ -static volatile bool8 IsSoundGenerated = FALSE; -/* - * Also prevent an interrupt from triggering on top of another one. - */ -static volatile bool8 InInterrupt = FALSE; - void S9xGenerateSound () { block_signal = TRUE; @@ -971,16 +951,13 @@ void S9xGenerateSound () } while (samples_to_write > 0); } - IsSoundGenerated = TRUE; - end: if (pending_signal) { block_signal = FALSE; pending_signal = FALSE; - // S9xProcessSound (0); - NDSSFCProduceSound (0); + S9xProcessSound (0); } else block_signal = FALSE; @@ -988,28 +965,19 @@ end: void S9xProcessSound (unsigned int) { - // Nothing here! See the interrupt handling code below. -} - -void NDSSFCProduceSound (unsigned int unused) -{ - if (InInterrupt) - return; - - InInterrupt = TRUE; if (block_signal) { pending_signal = TRUE; - goto end; + return; } unsigned short *audiobuff; - if (Settings.Paused || !IsSoundGenerated || so.mute_sound || !game_enable_audio) - goto end; + if (Settings.Paused || so.mute_sound || !game_enable_audio) + return; if(ds2_checkAudiobuff() > 4) - goto end; + return; /* Number of samples to generate now */ int sample_count; @@ -1029,7 +997,7 @@ void NDSSFCProduceSound (unsigned int unused) audiobuff = (unsigned short*)ds2_getAudiobuff(); if(NULL == audiobuff) //There are audio queue in sending or wait to send { - goto end; + return; } /* If we need more audio samples */ @@ -1144,12 +1112,7 @@ void NDSSFCProduceSound (unsigned int unused) /* All data sent. */ } - IsSoundGenerated = FALSE; - so.samples_mixed_so_far -= sample_count; - -end: - InInterrupt = FALSE; } void Init_Timer (void) diff --git a/source/nds/gui.c b/source/nds/gui.c index 01f08e3..2af3ff7 100644 --- a/source/nds/gui.c +++ b/source/nds/gui.c @@ -1651,7 +1651,6 @@ unsigned int frame_interval; --------------------------------------------------------*/ u32 menu(u16 *screen) { - stopTimer(0 /* timer interrupt channel for sound */); gui_action_type gui_action; u32 i; u32 repeat; @@ -3850,8 +3849,6 @@ u32 menu(u16 *screen) set_cpu_clock(clock_speed_number); - runTimer(0 /* timer interrupt channel for sound */); - return return_value; } |