Commit Graph

92 Commits

Author SHA1 Message Date
Henrik Rydgård
00c32ddadb Mostly get rid of including "Globals.h" 2013-12-30 10:17:11 +01:00
Sacha
91ddddc2ef Remove unused Thread.{cpp,h} 2013-11-13 02:50:46 +10:00
Henrik Rydgård
714754e149 sceAudio: only use the optimized volume=max path if stereo, add a TODO.
Might take care of #4470.
2013-11-07 11:50:24 +01:00
Peter Tissen
3bd01cce31 fixes #4443 buffer underrun in the audio system 2013-11-04 14:03:36 +01:00
Unknown W. Brackets
b71255e7b0 Optimize the case where volume is 0x8000.
When left and right volume are both 0x8000, which is the most common, we
can just do a memory copy which is faster.

Also, we can use pushPointers on big endian, probably still faster.
2013-10-29 08:24:55 -07:00
Sacha
72fd653a31 sceAudio: ARM optimisation. 2013-10-29 00:16:37 +10:00
Unknown W. Brackets
edf3faf251 Clear the audio buffer on game reset.
Avoids blips.
2013-10-19 15:11:06 -07:00
Siddharth
06c13926ee made atomic lock optional
fixed an incorrect merge to nativeApp.cpp

made atomic locks init correctly

reintroduced atomic locks in audio as an optional setting

converted global pointers to global objects on stack

moved all mixing code into PSPMixer

internaized all code into __sceAudio.cpp

cleaned up rebase

cleaned up rebase
2013-10-16 23:42:47 +05:30
Henrik Rydgard
367a1e21b2 Revert "Merge pull request #4021 from bollu/master"
This reverts commit c84a9daa40, reversing
changes made to da5b52ce1f.
2013-10-07 20:26:10 +02:00
Henrik Rydgard
f938b95925 Revert "Merge pull request #4068 from bollu/AudioArtefactFix"
This reverts commit e4c6ba9b01, reversing
changes made to 061efd35db.
2013-10-07 20:25:35 +02:00
Siddharth
e6ae3ef9b1 forgot to add this 2013-10-07 22:06:16 +05:30
Henrik Rydgård
c84a9daa40 Merge pull request #4021 from bollu/master
Audio Processor now uses atomics rather than mutex
2013-10-05 13:33:11 -07:00
Unknown W. Brackets
3a1b6fb269 Fix some sign comparison warnings. 2013-10-05 11:13:41 -07:00
Siddharth
eb1305120e now blocks to gain outAudioQueue access at __AudioDoState 2013-10-04 17:58:09 +05:30
Siddharth
eb9c339c2e fully functional and uses atomic_flag 2013-10-02 20:20:32 +05:30
Siddharth
6c2a9972c1 using the new atomic_flag 2013-10-02 19:09:56 +05:30
Siddharth
a151b5beb6 using PPSSPP's locks 2013-10-02 11:01:59 +05:30
Siddharth
a6ec70fe90 Audio Processor now uses atomics rather than mutex 2013-10-02 01:54:55 +05:30
Unknown W. Brackets
50e9e45d65 Check version in each DoState() func.
They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
Henrik Rydgard
324cde5a79 Let's actually use the log category mechanism. A first step. 2013-09-07 21:19:21 +02:00
Unknown W. Brackets
3ff6bc6060 Don't block a null enqueue if already empty. 2013-09-05 00:57:53 -07:00
Unknown W. Brackets
211c2bd955 Refuse a few more waits w/ dispatch/intr disabled. 2013-08-28 22:35:05 -07:00
Unknown W. Brackets
a0db57a5d3 Clear the mixbuffer when all channels empty. 2013-08-26 21:06:26 -07:00
Unknown W. Brackets
8d7eb265be Log context switch time, shorten logging a bit.
This is really useful for seeing why games are slow or hanging.
2013-08-25 10:25:49 -07:00
Henrik Rydgard
4121d5ae62 Fix division by zero in low latency audio mode 2013-08-25 13:03:57 +02:00