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AudioCore: Use nanoseconds instead of cycles for buffer time.

nce_cpp
Fernando Sahmkow 6 years ago
parent
commit
0fd333a248
  1. 10
      src/audio_core/stream.cpp
  2. 2
      src/audio_core/stream.h

10
src/audio_core/stream.cpp

@ -59,11 +59,11 @@ Stream::State Stream::GetState() const {
return state; return state;
} }
s64 Stream::GetBufferReleaseCycles(const Buffer& buffer) const {
s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()}; const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
const auto us =
std::chrono::microseconds((static_cast<u64>(num_samples) * 1000000) / sample_rate);
return Core::Timing::usToCycles(us);
const auto ns =
std::chrono::nanoseconds((static_cast<u64>(num_samples) * 1000000000ULL) / sample_rate);
return ns.count();
} }
static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) { static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
@ -105,7 +105,7 @@ void Stream::PlayNextBuffer() {
sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples()); sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
core_timing.ScheduleEvent(GetBufferReleaseCycles(*active_buffer), release_event, {});
core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
} }
void Stream::ReleaseActiveBuffer() { void Stream::ReleaseActiveBuffer() {

2
src/audio_core/stream.h

@ -96,7 +96,7 @@ private:
void ReleaseActiveBuffer(); void ReleaseActiveBuffer();
/// Gets the number of core cycles when the specified buffer will be released /// Gets the number of core cycles when the specified buffer will be released
s64 GetBufferReleaseCycles(const Buffer& buffer) const;
s64 GetBufferReleaseNS(const Buffer& buffer) const;
u32 sample_rate; ///< Sample rate of the stream u32 sample_rate; ///< Sample rate of the stream
Format format; ///< Format of the stream Format format; ///< Format of the stream

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