Commit Graph

68 Commits

Author SHA1 Message Date
Lioncash
22a79289d3 AudioCommon: Migrate logging over to fmt
printf specifiers, begone!
2020-10-21 13:32:28 -04:00
LAGonauta
2ff646b796 DSP must be set to LLE to select the decoder 2019-10-22 22:55:59 -03:00
LAGonauta
3c9eb37381 Allow user to change DPLII decoding quality 2019-10-22 22:55:15 -03:00
Léo Lam
ab9ece9bca Replace MathUtil::Clamp with std::clamp 2019-05-04 23:12:17 +02:00
LAGonauta
df631f0d75 Swapped FFDShow's DPL2 decoder by FreeSurround
Added class in AudioCommon for the surround decoder
2019-02-13 22:52:40 -02:00
JosJuice
b00ef39c1c Fix DTK audio not working after loading a savestate
The main problem was that the volume of the mixer wasn't savestated.
The volume is typically 0 at the beginning of a game, so loading a
savestate at the beginning of a game would lead to silent DTK audio.

I also added savestating to StreamADPCM.cpp.
2017-11-06 09:15:14 +01:00
Michael Maltese
b2c9d6d217 Rename CMixer to Mixer 2017-06-26 15:01:07 -07:00
Michael Maltese
14c3d4716f AudioStretcher: split StretchAudio into ProcessSamples / GetStretchedSamples 2017-06-03 16:54:00 -07:00
Michael Maltese
87a467fe42 AudioCommon: extract AudioStretcher class for time-stretching 2017-06-03 16:54:00 -07:00
Michael Maltese
a4508e85e8 AudioCommon: move DPL2 decoding into Mixer 2017-06-03 16:53:59 -07:00
MerryMage
cbaa00457a Mixer: Tweak audio stretch parameters 2017-04-12 17:56:58 +01:00
MerryMage
9397fdfe95 Mixer: Use a temporary buffer when stretching audio 2017-04-12 14:58:20 +01:00
MerryMage
f5018010d3 Mixer: Calculate actual_samples based on availability in all FIFOs 2017-04-12 14:58:19 +01:00
MerryMage
ac0df5b2db Mixer: Disable frequency shifting when stretching is enabled 2017-04-12 13:56:29 +01:00
MerryMage
26514358f4 Add audio stretching as a configuration option 2017-04-12 13:56:29 +01:00
MerryMage
b8c867dd7a Mixer: Implement audio stretching 2017-04-12 13:56:28 +01:00
MerryMage
5b81f2a31d Mixer: Return actual number of samples mixed into buffer from MixerFifo::Mix
No code in the codebase currently depends on the return value of this function.
2017-04-12 13:15:00 +01:00
Markus Wick
7b19475911 Merge pull request #4548 from stenzek/gcc-sse
Support SSSE3 texture decoders and CRC32 hashing on non-native builds (gcc)
2017-03-13 14:28:01 +01:00
Lioncash
552c0d8404 Common: Move byte swapping utilities into their own header
This moves all the byte swapping utilities into a header named Swap.h.

A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.

Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00
Stenzek
d315052552 AudioCommon: Remove unused _M_SSE test 2017-01-24 20:04:55 +10:00
Chris Burgener
debc40e85b Display warning when dumping audio if file exists 2016-12-17 22:45:01 -05:00
Chris Burgener
ca2eaac704 Split Audio Dumps on Sample Rate Changes 2016-06-24 21:12:15 -04:00
Pierre Bourdon
3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
EmptyChaos
c1922783f8 Core: Threadsafety Synchronization Fixes (Frame Advance / FifoPlayer)
Fix Frame Advance and FifoPlayer pause/unpause/stop.

CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.

FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).

Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
2016-05-13 09:23:44 +10:00
Lioncash
c70487163f Mixer: Convert defines into concrete variables
Gets defines out of global scope.
2016-01-15 23:41:53 -05:00