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https://github.com/HarbourMasters/Starship.git
synced 2025-01-23 13:35:11 +03:00
Seems to be working on 44100
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8da3a6e866
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@ -558,8 +558,6 @@ void AudioHeap_ClearCurrentAiBuffer(void) {
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}
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}
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extern s16 audio_buffer[];
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s32 AudioHeap_ResetStep(void) {
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s32 i;
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s32 j;
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@ -599,7 +597,7 @@ s32 AudioHeap_ResetStep(void) {
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gResetFadeoutFramesLeft--;
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AudioHeap_UpdateReverbs();
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} else {
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memset(audio_buffer, 0, (1056 * 2 * 3) * 2 * 2);
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// memset(audio_buffer, 0, (1056 * 2 * 3) * 2 * 2);
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gResetFadeoutFramesLeft = 4 / sp24;
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gAudioResetStep--;
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break; // needed to match
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@ -617,7 +615,7 @@ s32 AudioHeap_ResetStep(void) {
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case 1:
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AudioHeap_Init();
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gAudioResetStep = 0;
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memset(audio_buffer, 0, (1056 * 2 * 3) * 2 * 2);
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// memset(audio_buffer, 0, (1056 * 2 * 3) * 2 * 2);
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break;
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}
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if (gAudioResetStep < 3) {
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@ -643,15 +641,12 @@ void AudioHeap_Init(void) {
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gAudioBufferParams.aiSamplingFrequency = osAiSetFrequency(gAudioBufferParams.samplingFrequency);
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gAudioBufferParams.samplesPerFrameTarget = ALIGN16(gAudioBufferParams.samplingFrequency / gRefreshRate);
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printf("aiSamplingFrequency %d\n", gAudioBufferParams.aiSamplingFrequency);
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printf("samplesPerFrameTarget %d\n", gAudioBufferParams.samplesPerFrameTarget);
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gAudioBufferParams.minAiBufferLength = gAudioBufferParams.samplesPerFrameTarget - 0x10;
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gAudioBufferParams.maxAiBufferLength = gAudioBufferParams.samplesPerFrameTarget + 0x10;
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gAudioBufferParams.ticksPerUpdate = ((gAudioBufferParams.samplesPerFrameTarget + 0x10) / 192);
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gAudioBufferParams.ticksPerUpdate = ((gAudioBufferParams.samplesPerFrameTarget + 0x10) / 192) + 1;
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gAudioBufferParams.samplesPerTick =
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(gAudioBufferParams.samplesPerFrameTarget / (gAudioBufferParams.ticksPerUpdate + 1)) & ~7;
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(gAudioBufferParams.samplesPerFrameTarget / gAudioBufferParams.ticksPerUpdate) & ~7;
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gAudioBufferParams.samplesPerTickMax = gAudioBufferParams.samplesPerTick + 8;
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gAudioBufferParams.samplesPerTickMin = gAudioBufferParams.samplesPerTick - 8;
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gAudioBufferParams.resampleRate = 32000.0f / (s32) gAudioBufferParams.samplingFrequency;
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@ -665,11 +660,11 @@ void AudioHeap_Init(void) {
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// Using 1 buffer has caused issues, so we hardcoded it to 2.
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// To prevent sequences from going too fast, we added a * 2 here.
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// This is not an optimal fix but it works. We may wish to find something better in the future.
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gMaxTempo = (u16) ((gAudioBufferParams.ticksPerUpdate * 2 * 2880000.0f / gSeqTicksPerBeat) / gMaxTempoTvTypeFactors);
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//gMaxTempo = (u16) ((gAudioBufferParams.ticksPerUpdate * 2880000.0f / gSeqTicksPerBeat) / gMaxTempoTvTypeFactors);
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// gMaxTempo = (u16) ((gAudioBufferParams.ticksPerUpdate * 2880000.0f / gSeqTicksPerBeat) / gMaxTempoTvTypeFactors);
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gMaxTempo = (u16) ((gAudioBufferParams.ticksPerUpdate * 2880000.0f / gSeqTicksPerBeat) / gMaxTempoTvTypeFactors);
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gAudioBufferParams.numBuffers = spec->numBuffers;
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gAudioBufferParams.numBuffers = 2;
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gAudioBufferParams.numBuffers = 1;
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gAudioBufferParams.samplesPerFrameTarget *= gAudioBufferParams.numBuffers;
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gAudioBufferParams.maxAiBufferLength *= gAudioBufferParams.numBuffers;
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@ -701,7 +701,7 @@ Acmd* AudioSynth_Update(Acmd* aList, s32* cmdCount, s16* aiBufStart, s32 aiBufLe
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AudioSynth_DoOneAudioUpdate((s16*) aiBufPtr, chunkLen, aCmdPtr, gAudioBufferParams.ticksPerUpdate - i);
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aiBufLen -= chunkLen;
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// if (aiBufLen < 0) aiBufLen = 0;
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aiBufPtr += chunkLen*2;
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aiBufPtr += chunkLen * 2;
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}
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for (j = 0; j < gNumSynthReverbs; j++) {
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@ -132,7 +132,7 @@ void aInterleaveImpl(uint16_t dest, uint16_t left, uint16_t right, uint16_t c) {
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return;
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}
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int count = ROUND_UP_16(rspa.nbytes) >> 2;
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int count = ROUND_UP_16(rspa.nbytes) >> 3;
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int16_t *l = BUF_S16(left);
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int16_t *r = BUF_S16(right);
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@ -30,6 +30,10 @@
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#include <Fast3D/gfx_pc.h>
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#include <Fast3D/gfx_rendering_api.h>
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#include <SDL2/SDL.h>
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#include <fstream>
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#include <filesystem>
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namespace fs = std::filesystem;
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//extern "C" AudioBufferParameters gAudioBufferParams;
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@ -68,7 +72,7 @@ GameEngine::GameEngine() {
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}
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this->context =
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Ship::Context::CreateInstance("Starship", "ship", "starship.cfg.json", OTRFiles, {}, 3, { 44100, 1056, 1056 * 2 });
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Ship::Context::CreateInstance("Starship", "ship", "starship.cfg.json", OTRFiles, {}, 3, { 44100, 1024, 2480 });
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auto loader = context->GetResourceManager()->GetResourceLoader();
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loader->RegisterResourceFactory(std::make_shared<SF64::ResourceFactoryBinaryAnimV0>(), RESOURCE_FORMAT_BINARY,
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@ -126,6 +130,7 @@ void GameEngine::Create() {
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}
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void GameEngine::Destroy() {
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AudioExit();
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free(MemoryPool.memory);
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}
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@ -149,13 +154,9 @@ void GameEngine::StartFrame() const {
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this->context->GetWindow()->StartFrame();
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}
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#define SAMPLES_HIGH 1056
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#define SAMPLES_LOW 880
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#define SAMPLES_HIGH 752
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#define SAMPLES_LOW 720
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#define NUM_AUDIO_CHANNELS 2
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#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
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extern "C"
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s16 audio_buffer[SAMPLES_PER_FRAME * 2 * 2] = { 0 };
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extern "C" s32 audBuffer = 0;
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#include <sf64audio_provisional.h>
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@ -164,6 +165,9 @@ extern "C" volatile s32 gAudioTaskCountQ;
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int frames = 0;
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extern "C" int countermin = 0;
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void GameEngine::HandleAudioThread() {
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#ifdef PIPE_DEBUG
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std::ofstream outfile("audio.bin", std::ios::binary | std::ios::app);
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#endif
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while (audio.running) {
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{
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std::unique_lock<std::mutex> Lock(audio.mutex);
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@ -177,8 +181,7 @@ void GameEngine::HandleAudioThread() {
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//gVIsPerFrame = 2;
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//#define AUDIO_FRAMES_PER_UPDATE (gVIsPerFrame > 0 ? gVIsPerFrame : 1)
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#define AUDIO_FRAMES_PER_UPDATE 2
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#define AUDIO_FRAMES_PER_UPDATE (gVIsPerFrame > 0 ? gVIsPerFrame : 1)
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std::unique_lock<std::mutex> Lock(audio.mutex);
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int samples_left = AudioPlayerBuffered();
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@ -190,16 +193,24 @@ void GameEngine::HandleAudioThread() {
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countermin++;
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}
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s16 audio_buffer[SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3] = { 0 };
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for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
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AudioThread_CreateNextAudioBuffer(audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS),
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num_audio_samples);
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}
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#ifdef PIPE_DEBUG
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if(outfile.is_open()){
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outfile.write(reinterpret_cast<char*>(audio_buffer), num_audio_samples * (sizeof(int16_t) * NUM_AUDIO_CHANNELS * AUDIO_FRAMES_PER_UPDATE));
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}
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#endif
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AudioPlayerPlayFrame((u8*) audio_buffer,
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num_audio_samples * (sizeof(int16_t) * NUM_AUDIO_CHANNELS * AUDIO_FRAMES_PER_UPDATE));
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audio.processing = false;
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audio.cv_from_thread.notify_one();
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}
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#ifdef PIPE_DEBUG
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outfile.close();
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#endif
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}
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void GameEngine::StartAudioFrame() {
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