diff options
Diffstat (limited to 'src/audio_core')
-rw-r--r-- | src/audio_core/stream.cpp | 15 | ||||
-rw-r--r-- | src/audio_core/stream.h | 3 |
2 files changed, 17 insertions, 1 deletions
diff --git a/src/audio_core/stream.cpp b/src/audio_core/stream.cpp index 6d5539b6b..dfc4805d9 100644 --- a/src/audio_core/stream.cpp +++ b/src/audio_core/stream.cpp @@ -66,6 +66,15 @@ s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const { return ns.count(); } +s64 Stream::GetBufferReleaseNSHostTiming(const Buffer& buffer) const { + const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()}; + /// DSP signals before playing the last sample, in HLE we emulate this in this way + s64 base_samples = std::max<s64>(static_cast<s64>(num_samples) - 1, 0); + const auto ns = + std::chrono::nanoseconds((static_cast<u64>(base_samples) * 1000000000ULL) / sample_rate); + return ns.count(); +} + static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) { const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)}; @@ -105,7 +114,11 @@ void Stream::PlayNextBuffer() { sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples()); - core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {}); + if (core_timing.IsHostTiming()) { + core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {}); + } else { + core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {}); + } } void Stream::ReleaseActiveBuffer() { diff --git a/src/audio_core/stream.h b/src/audio_core/stream.h index 0663ce435..e309d60fe 100644 --- a/src/audio_core/stream.h +++ b/src/audio_core/stream.h @@ -98,6 +98,9 @@ private: /// Gets the number of core cycles when the specified buffer will be released s64 GetBufferReleaseNS(const Buffer& buffer) const; + /// Gets the number of core cycles when the specified buffer will be released + s64 GetBufferReleaseNSHostTiming(const Buffer& buffer) const; + u32 sample_rate; ///< Sample rate of the stream Format format; ///< Format of the stream float game_volume = 1.0f; ///< The volume the game currently has set |