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* audio_core: stream: Ensure buffer is valid before release.bunnei2020-12-291-2/+10
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* audio_core: Make shadowing and unused parameters errorsLioncash2020-12-031-5/+5
| | | | Moves the audio code closer to enabling warnings as errors in general.
* Addressed changesChloe Marcec2020-11-171-0/+1
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* audren: Make use of nodiscard, rework downmixing, release all buffersChloe Marcec2020-11-171-0/+9
| | | | | | Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented. Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
* audio_core: Remove unnecessary inclusionsLioncash2020-09-251-1/+0
| | | | | Same behavior, but removes header dependencies where they don't need to be.
* Merge pull request #4310 from ogniK5377/apollo-1-prodbunnei2020-09-111-5/+1
|\ | | | | audio_core: Apollo Part 1, AudioRenderer refactor
| * Disable time stretcher for time beingDavid Marcec2020-07-251-5/+1
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* | core_timing: Make use of uintptr_t to represent user_dataLioncash2020-07-281-3/+4
|/ | | | Makes the interface future-proofed for supporting other platforms in the event we ever support platforms with differing pointer sizes. This way, we have a type in place that is always guaranteed to be able to represent a pointer exactly.
* core_timing: Make TimedCallback take std::chrono::nanosecondsLioncash2020-07-161-6/+7
| | | | Enforces our desired time units directly with a concrete type.
* core_timing: Make use of std::chrono with ScheduleEventLioncash2020-07-161-8/+6
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* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
* Don't handle cycles late if stretcher is activeDavid Marcec2020-07-011-1/+3
| | | | Timestretcher seems to be broken
* audio: Improving audio timing for multicore/single coreDavid Marcec2020-07-011-18/+5
| | | | Fixes the issue with needing the timestretcher for multicore.
* Audio: Correct buffer release for host timing.Fernando Sahmkow2020-06-271-1/+14
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* AudioCore: Use nanoseconds instead of cycles for buffer time.Fernando Sahmkow2020-06-271-5/+5
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* Add a "Mute Audio" hotkeyKewlan2020-06-261-1/+1
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* core_timing: Use better reference tracking for EventType. (#3159)bunnei2019-11-271-1/+1
| | | | | | | * core_timing: Use better reference tracking for EventType. - Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects. - Removes need for unique names - we won't be using this for save states anyways.
* Merge pull request #2583 from FernandoS27/core-timing-safebunnei2019-06-301-1/+1
|\ | | | | Core_Timing: Make core_timing threadsafe by default.
| * Core_Timing: Make core_timing threadsafe by default.Fernando Sahmkow2019-06-161-1/+1
| | | | | | | | | | | | The old implementation had faulty Threadsafe methods where events could be missing. This implementation unifies unsafe/safe methods and makes core timing thread safe overall.
* | Impl'd IsUserAccountSwitchLocked, SetAudioOutVolume, GetAudioOutVolume & Partial impl of GetAccumulatedSuspendedTickChangedEventDavid Marcec2019-06-161-3/+7
|/ | | | IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
* core/core_timing_util: Use std::chrono types for specifying time unitsLioncash2019-06-051-1/+3
| | | | | Makes the interface more type-safe and consistent in terms of return values.
* core/core_timing: Make callback parameters consistentLioncash2019-03-241-1/+1
| | | | | | | | | | | In some cases, our callbacks were using s64 as a parameter, and in other cases, they were using an int, which is inconsistent. To make all callbacks consistent, we can just use an s64 as the type for late cycles, given it gets rid of the need to cast internally. While we're at it, also resolve some signed/unsigned conversions that were occurring related to the callback registration.
* audio_core/buffer: Make const and non-const getter for samples consistentLioncash2019-02-161-1/+1
| | | | This way proper const/non-const selection can occur.
* core_timing: Convert core timing into a classLioncash2019-02-161-6/+5
| | | | | | | | | | | Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
* core_timing: Rename CoreTiming namespace to Core::TimingLioncash2019-02-121-3/+4
| | | | | | Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
* dsp_interface: fix sound being played while volume is 0fearlessTobi2019-01-261-1/+1
| | | | | According to documentation, if the argument of std::exp is zero, one is returned. However we want the return value to be also zero in this case so no audio is played.
* audio_core: Convert LOG_CRITICAL + UNREACHABLE over to UNIMPLEMENTED/UNIMPLEMENTED_MSGLioncash2018-12-281-4/+3
| | | | | | These two macros being used in tandem were used prior to the introduction of UNIMPLEMENTED and UNIMPLEMENTED_MSG. This provides equivalent behavior, just with less typing/reading involved.
* microprofile: Drop ReleaseActiveBuffer scope.Markus Wick2018-11-061-4/+0
| | | | | This was created with the unfinished resampling PR in mind. As the resampling is now on the audio thread, we don't need to care about this here any more.
* stream: Preserve enum class type in GetState()Lioncash2018-09-241-2/+2
| | | | | | Preserves the meaning/type-safetiness of the stream state instead of making it an opaque u32. This makes it usable for other things outside of the service HLE context.
* Added audren:u#GetAudioRendererStateDavid Marcec2018-09-231-0/+5
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* stream: Replace includes with forward declarations where applicableLioncash2018-09-171-0/+1
| | | | | Avoids propagating includes in headers where it's not necessary to do so.
* Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi2018-09-151-4/+4
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* audio_core: Flush stream when not playing anythingMerryMage2018-09-121-0/+2
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* Add audio stretching supportfearlessTobi2018-09-081-0/+1
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* Update microprofile scopes.Markus Wick2018-09-041-0/+4
| | | | | | Blame the subsystems which deserve the blame :) The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
* audio_core: Use s16 where possible for audio samples.bunnei2018-08-051-14/+5
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* audio_core: Streams need unique names for CoreTiming.bunnei2018-08-041-3/+4
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* audio_core: Add configuration settings.bunnei2018-08-011-7/+28
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* audio_core: Implement Sink and SinkStream interfaces with cubeb.bunnei2018-07-311-0/+11
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* audio_core: Misc. improvements to stream/buffer/audio_out.bunnei2018-07-311-12/+12
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* audio_core: Add initial code for keeping track of audout state.bunnei2018-07-281-0/+103