X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=pcsx_rearmed.git;a=blobdiff_plain;f=plugins%2Fdfsound%2Fspu.c;h=0f952fbb5e657d53a9e682352a87b876df9ed3c4;hp=c455d3d7b76788474e47457b5abaf0fe32d2231a;hb=a02dc3f33f8ac5ac22106e3417cac0d736628cd4;hpb=cdb31c9557f464b452ce6dc78b58b7e73cd423d8 diff --git a/plugins/dfsound/spu.c b/plugins/dfsound/spu.c index c455d3d7..0f952fbb 100644 --- a/plugins/dfsound/spu.c +++ b/plugins/dfsound/spu.c @@ -34,6 +34,7 @@ #define N_(x) (x) #endif +/* #if defined (USEMACOSX) static char * libraryName = N_("Mac OS X Sound"); #elif defined (USEALSA) @@ -49,6 +50,7 @@ static char * libraryName = N_("NULL Sound"); #endif static char * libraryInfo = N_("P.E.Op.S. Sound Driver V1.7\nCoded by Pete Bernert and the P.E.Op.S. team\n"); +*/ // globals @@ -71,7 +73,6 @@ int iDebugMode=0; int iRecordMode=0; int iUseReverb=2; int iUseInterpolation=2; -int iDisStereo=0; // MAIN infos struct for each channel @@ -93,19 +94,19 @@ int bSPUIsOpen=0; static pthread_t thread = (pthread_t)-1; // thread id (linux) unsigned long dwNewChannel=0; // flags for faster testing, if new channel starts +unsigned long dwChannelOn=0; void (CALLBACK *irqCallback)(void)=0; // func of main emu, called on spu irq void (CALLBACK *cddavCallback)(unsigned short,unsigned short)=0; // certain globals (were local before, but with the new timeproc I need em global) -static const int f[5][2] = { { 0, 0 }, +static const int f[8][2] = { { 0, 0 }, { 60, 0 }, { 115, -52 }, { 98, -55 }, { 122, -60 } }; -int SSumR[NSSIZE]; -int SSumL[NSSIZE]; +int SSumLR[NSSIZE*2]; int iFMod[NSSIZE]; int iCycle = 0; short * pS; @@ -254,8 +255,6 @@ INLINE void StartSound(int ch) s_chan[ch].s_2=0; s_chan[ch].iSBPos=28; - s_chan[ch].bNew=0; // init channel flags - s_chan[ch].SB[29]=0; // init our interpolation helpers s_chan[ch].SB[30]=0; @@ -494,14 +493,16 @@ static void *MAINThread(void *arg) { for(;ch turn everything off - s_chan[ch].ADSRX.lVolume=0; + dwChannelOn&=~(1< turn everything off s_chan[ch].ADSRX.EnvelopeVol=0; goto ENDX; // -> and done for this channel } @@ -564,7 +564,6 @@ static void *MAINThread(void *arg) (pSpuIrq > s_chan[ch].pLoop-16 && pSpuIrq <= s_chan[ch].pLoop))) { - s_chan[ch].iIrqDone=1; // -> debug flag irqCallback(); // -> call main emu if(iSPUIRQWait) // -> option: wait after irq for main emu @@ -587,9 +586,12 @@ static void *MAINThread(void *arg) { // We play this block out first... //if(!(flags&2)) // 1+2: do loop... otherwise: stop - if(flags!=3 || s_chan[ch].pLoop==NULL) // PETE: if we don't check exactly for 3, loop hang ups will happen (DQ4, for example) - { // and checking if pLoop is set avoids crashes, yeah + if((flags!=3 && flags!=7) // PETE: if we don't check exactly for 3, loop hang ups will happen (DQ4, for example) + || s_chan[ch].pLoop==NULL) // and checking if pLoop is set avoids crashes, yeah + { start = (unsigned char*)-1; + // Actua Soccer 2, Jungle Book, other games that check for this condition + s_chan[ch].ADSRX.EnvelopeVol = 0; } else { @@ -597,11 +599,12 @@ static void *MAINThread(void *arg) } } + if (start - spuMemC >= 0x80000) + start = (unsigned char*)-1; + s_chan[ch].pCurr=start; // store values for next cycle s_chan[ch].s_1=s_1; s_chan[ch].s_2=s_2; - -GOON: ; } fa=s_chan[ch].SB[s_chan[ch].iSBPos++]; // get sample data @@ -615,27 +618,22 @@ GOON: ; fa=iGetNoiseVal(ch); // get noise val else fa=iGetInterpolationVal(ch); // get sample val - s_chan[ch].sval = (MixADSR(ch) * fa) / 1023; // mix adsr + sval = (MixADSR(ch) * fa) / 1023; // mix adsr if(s_chan[ch].bFMod==2) // fmod freq channel - iFMod[ns]=s_chan[ch].sval; // -> store 1T sample data, use that to do fmod on next channel + iFMod[ns]=sval; // -> store 1T sample data, use that to do fmod on next channel else // no fmod freq channel { ////////////////////////////////////////////// // ok, left/right sound volume (psx volume goes from 0 ... 0x3fff) - if(s_chan[ch].iMute) - s_chan[ch].sval=0; // debug mute - else - { - SSumL[ns]+=(s_chan[ch].sval*s_chan[ch].iLeftVolume)/0x4000L; - SSumR[ns]+=(s_chan[ch].sval*s_chan[ch].iRightVolume)/0x4000L; - } + SSumLR[ns*2] +=(sval*s_chan[ch].iLeftVolume)/0x4000L; + SSumLR[ns*2+1]+=(sval*s_chan[ch].iRightVolume)/0x4000L; ////////////////////////////////////////////// // now let us store sound data for reverb - if(s_chan[ch].bRVBActive) StoreREVERB(ch,ns); + if(s_chan[ch].bRVBActive) StoreREVERB(ch,ns,sval); } //////////////////////////////////////////////// @@ -676,37 +674,21 @@ ENDX: ; /////////////////////////////////////////////////////// // mix all channels (including reverb) into one buffer - if(iDisStereo) // no stereo? + for (ns = 0; ns < NSSIZE*2; ) { - int dl, dr; - for (ns = 0; ns < NSSIZE; ns++) - { - SSumL[ns] += MixREVERBLeft(ns); - - dl = SSumL[ns] / voldiv; SSumL[ns] = 0; - if (dl < -32767) dl = -32767; if (dl > 32767) dl = 32767; - - SSumR[ns] += MixREVERBRight(); + SSumLR[ns] += MixREVERBLeft(ns/2); - dr = SSumR[ns] / voldiv; SSumR[ns] = 0; - if (dr < -32767) dr = -32767; if (dr > 32767) dr = 32767; - *pS++ = (dl + dr) / 2; - } - } - else // stereo: - for (ns = 0; ns < NSSIZE; ns++) - { - SSumL[ns] += MixREVERBLeft(ns); - - d = SSumL[ns] / voldiv; SSumL[ns] = 0; + d = SSumLR[ns] / voldiv; SSumLR[ns] = 0; if (d < -32767) d = -32767; if (d > 32767) d = 32767; *pS++ = d; + ns++; - SSumR[ns] += MixREVERBRight(); + SSumLR[ns] += MixREVERBRight(); - d = SSumR[ns] / voldiv; SSumR[ns] = 0; + d = SSumLR[ns] / voldiv; SSumLR[ns] = 0; if(d < -32767) d = -32767; if(d > 32767) d = 32767; *pS++ = d; + ns++; } ////////////////////////////////////////////////////// @@ -736,7 +718,7 @@ ENDX: ; for(ch=0;ch<4;ch++) { if(pSpuIrq>=pMixIrq+(ch*0x400) && pSpuIrqspuMemC+0x3ff) pMixIrq=spuMemC; @@ -771,7 +753,7 @@ void CALLBACK SPUasync(unsigned long cycle) if(iSpuAsyncWait) { iSpuAsyncWait++; - if(iSpuAsyncWait<=64) return; + if(iSpuAsyncWait<=16) return; iSpuAsyncWait=0; } @@ -780,6 +762,11 @@ void CALLBACK SPUasync(unsigned long cycle) if(!bSpuInit) return; // -> no init, no call MAINThread(0); // -> linux high-compat mode + + // abuse iSpuAsyncWait mechanism to reduce calls to above function + // to make it do larger chunks + // note: doing it less often than once per frame causes skips + iSpuAsyncWait=1; } } @@ -819,8 +806,7 @@ void CALLBACK SPUplayCDDAchannel(short *pcm, int nbytes) // SETUPTIMER: init of certain buffers and threads/timers void SetupTimer(void) { - memset(SSumR,0,NSSIZE*sizeof(int)); // init some mixing buffers - memset(SSumL,0,NSSIZE*sizeof(int)); + memset(SSumLR,0,sizeof(SSumLR)); // init some mixing buffers memset(iFMod,0,NSSIZE*sizeof(int)); pS=(short *)pSpuBuffer; // setup soundbuffer pointer @@ -875,16 +861,14 @@ void SetupStreams(void) (uint32_t *)malloc(16384 * sizeof(uint32_t)); CDDAEnd = CDDAStart + 16384; CDDAPlay = CDDAStart; - CDDAFeed = CDDAStart + 1; + CDDAFeed = CDDAStart; for(i=0;i init sustain - s_chan[i].iMute=0; - s_chan[i].iIrqDone=0; + s_chan[i].ADSRX.SustainLevel = 0xf; // -> init sustain s_chan[i].pLoop=spuMemC; s_chan[i].pStart=spuMemC; s_chan[i].pCurr=spuMemC; @@ -1031,3 +1015,5 @@ char * SPUgetLibInfos(void) return _(libraryInfo); } */ + +// vim:shiftwidth=1:expandtab