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author | Nebuleon Fumika | 2013-01-08 03:23:55 -0500 |
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committer | Nebuleon Fumika | 2013-01-08 03:23:55 -0500 |
commit | 12c5afbe60035f52da6ae33e853ea01fe075d06c (patch) | |
tree | 021b1a3c2a5cfe2cfb1d08b3919852a36f10117d /source/nds | |
parent | e4d3aeac2ac45a5c8b650e04a81842ebed666d71 (diff) | |
download | snesemu-12c5afbe60035f52da6ae33e853ea01fe075d06c.tar.gz snesemu-12c5afbe60035f52da6ae33e853ea01fe075d06c.tar.bz2 snesemu-12c5afbe60035f52da6ae33e853ea01fe075d06c.zip |
GLORIOUS interrupt-based sound playback. Now, the note-length-hopping problem isn't as apparent anymore, and automatic frame skipping doesn't go to 8 FPS all the time in Super Mario World. Thank the deities!
Reverses the auto frameskip synchronisation from commit dac11c74ac112728016e51625ac9f2a727152ddd, because that doesn't play well with interrupts.
Diffstat (limited to 'source/nds')
-rw-r--r-- | source/nds/entry.cpp | 181 |
1 files changed, 124 insertions, 57 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp index e272415..f14c917 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; @@ -456,9 +457,6 @@ extern "C" int load_gamepak(char* file); int load_gamepak(char* file) { - game_enable_audio = 1; - game_disableAudio(); - CPU.Flags = 0; // mdelay(50); // Delete this delay if (!Memory.LoadROM (file)) @@ -538,6 +536,12 @@ int sfc_main (int argc, char **argv) S9xInitSound (Settings.SoundPlaybackRate, Settings.Stereo, Settings.SoundBufferSize); + // Start a timer for the sound + initTimer(0 /* timer channel, 0 or 1 */, + 2000 /* 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); @@ -664,54 +668,6 @@ void S9xSyncSpeed () { // frame_time is in getSysTime units: 42.667 microseconds. uint32 frame_time = Settings.PAL ? 468 /* = 20.0 ms */ : 391 /* = 16.67 ms */; - sync_last = syncnow; - if (++skip_rate > auto_equivalent_skip) - { - skip_rate = 0; - IPPU.RenderThisFrame = TRUE; - // Are we early? - syncdif = sync_next - syncnow; - if (syncdif > 0) - { - // Are we VERY early? Say, 3 entire frames... - if (syncdif >= frame_time * 3 && auto_equivalent_skip > 1) - auto_equivalent_skip -= 2; - // or one - else if (syncdif >= frame_time && auto_equivalent_skip > 0) - auto_equivalent_skip--; - ds2_setCPUclocklevel(0); - udelay(syncdif * 128 / 3 /* times 42 + 2/3 microseconds */); - set_cpu_clock(clock_speed_number); - S9xProcessSound (0); - // After that little delay, what time is it? - syncnow = getSysTime(); - } - else - { - // We're late. - // If we're over half a second late, we were - // paused, so do nothing. - if (syncdif <= -11719 /* 500.0 ms late or more */) - sync_next = syncnow + frame_time * (auto_equivalent_skip + 1); - else if (auto_equivalent_skip < 7) - auto_equivalent_skip++; - } - if (auto_equivalent_skip >= 8) - // If we're skipping loads, rebase time to now. - sync_next = syncnow + frame_time * (auto_equivalent_skip + 1); - else - // Otherwise, keep track of partial-frame - // latencies for a bit more. - sync_next += frame_time * (auto_equivalent_skip + 1); - } - else - { - IPPU.RenderThisFrame = FALSE; - } - -#if 0 - // frame_time is in getSysTime units: 42.667 microseconds. - uint32 frame_time = Settings.PAL ? 468 /* = 20.0 ms */ : 391 /* = 16.67 ms */; if (sync_last > syncnow) // Overflow occurred! (every 50 hrs) { // Render this frame regardless, set the @@ -755,7 +711,6 @@ void S9xSyncSpeed () { //lag more than 0.5s, maybe paused IPPU.RenderThisFrame = TRUE; sync_next = syncnow + frame_time; - framenum = 0; } } else @@ -777,7 +732,7 @@ void S9xSyncSpeed () IPPU.RenderThisFrame = TRUE; sync_next += frame_time; } -/* +#if 0 if(++framenum >= 60) { syncdif = syncnow - sync_last; @@ -786,7 +741,6 @@ void S9xSyncSpeed () //printf("T %d %d\n", syncdif*42667/1000, realframe); realframe = 0; } -*/ #endif } else /* if (Settings.SkipFrames != AUTO_FRAMERATE && !game_fast_forward) */ @@ -802,9 +756,7 @@ void S9xSyncSpeed () syncdif = sync_next - syncnow; if (syncdif > 0) { - ds2_setCPUclocklevel(0); udelay(syncdif * 128 / 3 /* times 42 + 2/3 microseconds */); - set_cpu_clock(clock_speed_number); S9xProcessSound (0); // After that little delay, what time is it? syncnow = getSysTime(); @@ -924,6 +876,14 @@ 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. + */ +bool8 IsSoundGenerated = FALSE; + void S9xGenerateSound () { int bytes_so_far = so.sixteen_bit ? (so.samples_mixed_so_far << 1) : @@ -981,16 +941,19 @@ void S9xGenerateSound () } block_signal = FALSE; + IsSoundGenerated = TRUE; if (pending_signal) { - S9xProcessSound (0); + // S9xProcessSound (0); + NDSSFCProduceSound (0); pending_signal = FALSE; } } void S9xProcessSound (unsigned int) { +#if 0 unsigned short *audiobuff; if (so.mute_sound || !game_enable_audio) @@ -1091,6 +1054,110 @@ void S9xProcessSound (unsigned int) } so.samples_mixed_so_far -= sample_count; +#endif +} + +void NDSSFCProduceSound (unsigned int unused) +{ + unsigned short *audiobuff; + + if (!IsSoundGenerated || so.mute_sound || !game_enable_audio) + return; + + if(ds2_checkAudiobuff() > 4) + 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; + } + + 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; + } + +// 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; } void Init_Timer (void) |