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-rw-r--r--source/nds/ds2sound.h20
-rw-r--r--source/nds/entry.cpp143
2 files changed, 39 insertions, 124 deletions
diff --git a/source/nds/ds2sound.h b/source/nds/ds2sound.h
index 4bb715b..544a670 100644
--- a/source/nds/ds2sound.h
+++ b/source/nds/ds2sound.h
@@ -1,15 +1,15 @@
// The sound buffer sizes used on the DS2's side, for each value of
// Settings.SoundPlaybackRate.
#define DS2_BUFFER_SIZE_4 512 /* tested working */
-#define DS2_BUFFER_SIZE_5 1024 /* like the SNES! tested working */
-#define DS2_BUFFER_SIZE_6 1024 /* tested working */
-#define DS2_BUFFER_SIZE_7 1024 /* tested working */
+#define DS2_BUFFER_SIZE_5 1024 /* like the SNES! tested working, but slow */
+#define DS2_BUFFER_SIZE_6 1024 /* tested working, slow because of upsampling */
+#define DS2_BUFFER_SIZE_7 1024 /* tested working, slow because of upsampling */
// In microseconds.
#define INTERRUPT_TIME_4 4000 /* tested working */
-#define INTERRUPT_TIME_5 5000 /* like the SNES! underflows at 4000 */
-#define INTERRUPT_TIME_6 4000 /* tested working */
-#define INTERRUPT_TIME_7 4000 /* tested working */
+#define INTERRUPT_TIME_5 8000 /* like the SNES! tested working, but slow */
+#define INTERRUPT_TIME_6 4000 /* tested working, slow because of upsampling */
+#define INTERRUPT_TIME_7 4000 /* tested working, slow because of upsampling */
// The sampling rate for the sound, in Hz, for each value of
// Settings.SoundPlaybackRate.
@@ -22,7 +22,7 @@
#define SND_SAMPLE_RATE_7 48000
// Settings in use. The number should match in all three settings.
-#define INTERRUPT_TIME INTERRUPT_TIME_7
-#define DS2_BUFFER_SIZE DS2_BUFFER_SIZE_7
-#define SND_SAMPLE_RATE SND_SAMPLE_RATE_7
-#define SNES9X_SRATE_ID 7
+#define INTERRUPT_TIME INTERRUPT_TIME_4
+#define DS2_BUFFER_SIZE DS2_BUFFER_SIZE_4
+#define SND_SAMPLE_RATE SND_SAMPLE_RATE_4
+#define SNES9X_SRATE_ID 4
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index 77716da..f157f1c 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -883,17 +883,21 @@ bool8 S9xOpenSoundDevice (int mode, bool8 stereo, int buffer_size)
* glitches and/or crashes (!) from occurring while sound is not being
* generated.
*/
-bool8 IsSoundGenerated = FALSE;
+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;
+
int bytes_so_far = so.sixteen_bit ? (so.samples_mixed_so_far << 1) :
so.samples_mixed_so_far;
if (bytes_so_far >= so.buffer_size)
- return;
-
- block_signal = TRUE;
+ goto end;
so.err_counter += so.err_rate;
if (so.err_counter >= FIXED_POINT)
@@ -941,135 +945,49 @@ void S9xGenerateSound ()
} while (sample_count > 0);
}
- block_signal = FALSE;
IsSoundGenerated = TRUE;
+end:
+
if (pending_signal)
{
+ block_signal = FALSE;
+ pending_signal = FALSE;
// S9xProcessSound (0);
NDSSFCProduceSound (0);
- pending_signal = FALSE;
}
+ else
+ block_signal = FALSE;
}
void S9xProcessSound (unsigned int)
{
-#if 0
- unsigned short *audiobuff;
-
- if (so.mute_sound || !game_enable_audio)
- return;
+ // Nothing here! See the interrupt handling code below.
+}
- if(ds2_checkAudiobuff() > 4)
+void NDSSFCProduceSound (unsigned int unused)
+{
+ if (InInterrupt)
return;
- /* Number of samples to generate now */
- int sample_count = so.buffer_size;
-
- if (so.sixteen_bit)
- {
- /* to prevent running out of buffer space,
- * create less samples
- */
- sample_count >>= 1;
- }
-
+ InInterrupt = TRUE;
if (block_signal)
{
pending_signal = TRUE;
- return;
- }
-
-// block_generate_sound = TRUE;
-
- audiobuff = (unsigned short*)ds2_getAudiobuff();
- if(NULL == audiobuff) //There are audio queue in sending or wait to send
- {
- return;
- }
-
- /* If we need more audio samples */
- if (so.samples_mixed_so_far < sample_count)
- {
- /* Where to put the samples to */
- unsigned byte_offset = so.play_position +
- (so.sixteen_bit ? (so.samples_mixed_so_far << 1) : so.samples_mixed_so_far);
-
- //printf ("%d:", sample_count - so.samples_mixed_so_far); fflush (stdout);
- if (Settings.SoundSync == 2)
- {
- /*memset (Buf + (byte_offset & SOUND_BUFFER_SIZE_MASK), 0,
- sample_count - so.samples_mixed_so_far);*/
- }
- else
- {
- /* Mix the missing samples */
- S9xMixSamplesO (Buf, sample_count - so.samples_mixed_so_far,
- byte_offset & SOUND_BUFFER_SIZE_MASK);
- }
- so.samples_mixed_so_far = sample_count;
+ goto end;
}
-// if (!so.mute_sound)
- {
- unsigned bytes_to_write = sample_count;
- if(so.sixteen_bit) bytes_to_write <<= 1;
-
- unsigned byte_offset = so.play_position;
- so.play_position += bytes_to_write;
- so.play_position &= SOUND_BUFFER_SIZE_MASK; /* wrap to beginning */
-
-// block_generate_sound = FALSE;
-
- unsigned short *dst_pt = audiobuff;
- unsigned short *dst_pt1 = dst_pt + DS2_BUFFER_SIZE;
-
- /* Feed the samples to the soundcard until nothing is left */
- for(;;)
- {
- int I = bytes_to_write;
- if (byte_offset + I > SOUND_BUFFER_SIZE)
- {
- I = SOUND_BUFFER_SIZE - byte_offset;
- }
- if(I == 0) break;
-
-// memcpy(dst_pt, (char *) Buf + byte_offset, I);
-// dst_pt += I;
-
- unsigned short *src_pt= (unsigned short*)(Buf + byte_offset);
- for(int m= 0; m < I/4; m++)
- {
- *dst_pt++= *src_pt++;//(*src_pt++) <<1;
- *dst_pt1++= *src_pt++;//(*src_pt++) <<1;
- }
-
- bytes_to_write -= I;
- byte_offset += I;
- byte_offset &= SOUND_BUFFER_SIZE_MASK; /* wrap */
- }
-
- ds2_updateAudio();
-
- /* All data sent. */
- }
-
- so.samples_mixed_so_far -= sample_count;
-#endif
-}
-
-void NDSSFCProduceSound (unsigned int unused)
-{
unsigned short *audiobuff;
if (Settings.Paused || !IsSoundGenerated || so.mute_sound || !game_enable_audio)
- return;
+ goto end;
if(ds2_checkAudiobuff() > 4)
- return;
+ goto end;
/* Number of samples to generate now */
- int sample_count = so.buffer_size;
+ int sample_count;
+ sample_count = so.buffer_size;
if (so.sixteen_bit)
{
/* to prevent running out of buffer space,
@@ -1078,18 +996,12 @@ void NDSSFCProduceSound (unsigned int unused)
sample_count >>= 1;
}
- if (block_signal)
- {
- pending_signal = TRUE;
- return;
- }
-
// block_generate_sound = TRUE;
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 */
@@ -1161,6 +1073,9 @@ void NDSSFCProduceSound (unsigned int unused)
IsSoundGenerated = FALSE;
so.samples_mixed_so_far -= sample_count;
+
+end:
+ InInterrupt = FALSE;
}
void Init_Timer (void)