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author | Nebuleon Fumika | 2013-01-17 18:52:22 -0500 |
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committer | Nebuleon Fumika | 2013-01-17 18:52:22 -0500 |
commit | 944d9a729455de435c3d200752308ceedf250196 (patch) | |
tree | c18c839c5f4d766d3298744faf54e5971fff6a6c /source | |
parent | 582b3a23ceeb9e894b0f1d43de09e97a91a4d3b9 (diff) | |
download | snes9x2005-944d9a729455de435c3d200752308ceedf250196.tar.gz snes9x2005-944d9a729455de435c3d200752308ceedf250196.tar.bz2 snes9x2005-944d9a729455de435c3d200752308ceedf250196.zip |
Reinstate timer-interrupt audio.
This reverts commit 0d048d05ee50625f15d5235d362df6ee71903fc5.
Diffstat (limited to 'source')
-rw-r--r-- | source/nds/entry.cpp | 49 | ||||
-rw-r--r-- | source/nds/gui.c | 3 |
2 files changed, 46 insertions, 6 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp index a389ebc..f470a43 100644 --- a/source/nds/entry.cpp +++ b/source/nds/entry.cpp @@ -23,6 +23,7 @@ #include "ds2sound.h" void S9xProcessSound (unsigned int); +void NDSSFCProduceSound (unsigned int); char *rom_filename = NULL; char *SDD1_pack = NULL; @@ -544,6 +545,13 @@ 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); @@ -885,6 +893,18 @@ 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; @@ -951,13 +971,16 @@ void S9xGenerateSound () } while (samples_to_write > 0); } + IsSoundGenerated = TRUE; + end: if (pending_signal) { block_signal = FALSE; pending_signal = FALSE; - S9xProcessSound (0); + // S9xProcessSound (0); + NDSSFCProduceSound (0); } else block_signal = FALSE; @@ -965,19 +988,28 @@ 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; - return; + goto end; } unsigned short *audiobuff; - if (Settings.Paused || so.mute_sound || !game_enable_audio) - return; + if (Settings.Paused || !IsSoundGenerated || so.mute_sound || !game_enable_audio) + goto end; if(ds2_checkAudiobuff() > 4) - return; + goto end; /* Number of samples to generate now */ int sample_count; @@ -997,7 +1029,7 @@ void S9xProcessSound (unsigned int) audiobuff = (unsigned short*)ds2_getAudiobuff(); if(NULL == audiobuff) //There are audio queue in sending or wait to send { - return; + goto end; } /* If we need more audio samples */ @@ -1112,7 +1144,12 @@ void S9xProcessSound (unsigned int) /* 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 c3d5043..baa6f6b 100644 --- a/source/nds/gui.c +++ b/source/nds/gui.c @@ -1654,6 +1654,7 @@ unsigned int frame_interval; --------------------------------------------------------*/ u32 menu(u16 *screen) { + stopTimer(0 /* timer interrupt channel for sound */); gui_action_type gui_action; u32 i; u32 repeat; @@ -3867,6 +3868,8 @@ u32 menu(u16 *screen) set_cpu_clock(clock_speed_number); + runTimer(0 /* timer interrupt channel for sound */); + return return_value; } |