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@ -38,7 +38,7 @@ Stream::Stream(Core::Timing::CoreTiming& core_timing, u32 sample_rate, Format fo |
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sink_stream{sink_stream}, core_timing{core_timing}, name{std::move(name_)} { |
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release_event = Core::Timing::CreateEvent( |
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name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(); }); |
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name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(cycles_late); }); |
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} |
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void Stream::Play() { |
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@ -66,15 +66,6 @@ s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const { |
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return ns.count(); |
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} |
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s64 Stream::GetBufferReleaseNSHostTiming(const Buffer& buffer) const { |
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const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()}; |
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/// DSP signals before playing the last sample, in HLE we emulate this in this way
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s64 base_samples = std::max<s64>(static_cast<s64>(num_samples) - 1, 0); |
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const auto ns = |
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std::chrono::nanoseconds((static_cast<u64>(base_samples) * 1000000000ULL) / sample_rate); |
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return ns.count(); |
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} |
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static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) { |
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const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)}; |
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@ -89,7 +80,7 @@ static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) { |
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} |
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} |
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void Stream::PlayNextBuffer() { |
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void Stream::PlayNextBuffer(s64 cycles_late) { |
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if (!IsPlaying()) { |
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// Ensure we are in playing state before playing the next buffer
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sink_stream.Flush(); |
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@ -114,18 +105,16 @@ void Stream::PlayNextBuffer() { |
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sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples()); |
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if (core_timing.IsHostTiming()) { |
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core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {}); |
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} else { |
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core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {}); |
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} |
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core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer) - |
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(Settings::values.enable_audio_stretching ? 0 : cycles_late), |
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release_event, {}); |
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} |
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void Stream::ReleaseActiveBuffer() { |
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void Stream::ReleaseActiveBuffer(s64 cycles_late) { |
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ASSERT(active_buffer); |
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released_buffers.push(std::move(active_buffer)); |
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release_callback(); |
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PlayNextBuffer(); |
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PlayNextBuffer(cycles_late); |
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} |
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bool Stream::QueueBuffer(BufferPtr&& buffer) { |
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