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* Merge pull request #4719 from lioncash/audio-warnbunnei2020-09-278-38/+46
|\ | | | | audio_core: Resolve sign conversion warnings
| * audio_core: Resolve sign conversion warningsLioncash2020-09-258-25/+34
| | | | | | | | | | | | While were at it, we can also enable sign conversion warnings and other common warnings as errors to prevent these from creeping back into the codebase.
| * effect_context: Make use of explicit where applicableLioncash2020-09-251-13/+12
| | | | | | | | | | While we're at it we can make the destructor of the base class virtual to ensure that any polymorphism issues never occur.
* | Merge pull request #4720 from lioncash/headerbunnei2020-09-265-7/+2
|\ \ | | | | | | audio_core: Remove unnecessary inclusions
| * | audio_core: Remove unnecessary inclusionsLioncash2020-09-255-7/+2
| |/ | | | | | | | | Same behavior, but removes header dependencies where they don't need to be.
* / behavior_info: Fix typo Renerer -> RendererLioncash2020-09-252-6/+6
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* audio_core/command_generator: Use const references where applicableLioncash2020-09-171-10/+11
| | | | | | | | In a lot of cases, we can make use of const references rather than non-const references. While we're in the area we can silence some truncation and sign conversion warnings.
* audio_core/command_generator: Avoid an unnecessary copy in GenerateFinalMixCommand()Lioncash2020-09-171-1/+1
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* Merge pull request #4310 from ogniK5377/apollo-1-prodbunnei2020-09-1126-647/+4971
|\ | | | | audio_core: Apollo Part 1, AudioRenderer refactor
| * Preliminary effectsDavid Marcec2020-08-1610-35/+731
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| * Disable biquad filterDavid Marcec2020-08-141-8/+9
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| * Reworked ADPCM decoder to allow better streamingDavid Marcec2020-08-142-33/+95
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| * mix buffer depoppingDavid Marcec2020-08-012-30/+101
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| * adpcm streamingDavid Marcec2020-07-304-27/+32
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| * Fix perf regressionDavid Marcec2020-07-251-1/+2
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| * Fix stream channel count when outputting to stereoDavid Marcec2020-07-251-1/+1
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| * Address issuesDavid Marcec2020-07-258-101/+104
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| * Queue extra mix bufferDavid Marcec2020-07-251-0/+1
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| * Disable time stretcher for time beingDavid Marcec2020-07-252-6/+4
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| * audio_core: Apollo Part 1, AudioRenderer refactorDavid Marcec2020-07-2525-641/+4127
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* | General: Tidy up clang-format warnings part 2Lioncash2020-08-131-1/+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::nanosecondsLioncash2020-07-162-8/+9
| | | | Enforces our desired time units directly with a concrete type.
* core_timing: Make use of std::chrono with ScheduleEventLioncash2020-07-162-12/+8
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* configuration: implement per-game configurations (#4098)lat9nq2020-07-102-4/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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 Marcec2020-07-012-20/+7
| | | | Fixes the issue with needing the timestretcher for multicore.
* Audio: Correct buffer release for host timing.Fernando Sahmkow2020-06-272-1/+17
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* AudioCore: Use nanoseconds instead of cycles for buffer time.Fernando Sahmkow2020-06-272-6/+6
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* Add a "Mute Audio" hotkeyKewlan2020-06-261-1/+1
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* audren: Implement RendererInfoDavid Marcec2020-06-132-6/+26
| | | | Fixes ZLA softlock
* fix logic error & scale sample volume based on voice volumeDavid Marcec2020-05-111-7/+9
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* pass by const ref insteadDavid Marcec2020-05-111-8/+7
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* audio_renderer: Better voice mixing and 6 channel downmixingDavid Marcec2020-05-113-11/+96
| | | | Supersedes #3738 and #3321
* audio_renderer: Preliminary BehaviorInfo (#3736)David2020-04-216-11/+242
| | | | | | | | | | | | | * audio_renderer: Preliminary BehaviorInfo * clang format * Fixed IsRevisionSupported * fixed IsValidRevision * Fixed logic error & spelling errors & crash * Addressed issues
* core: memory: Move to Core::Memory namespace.bunnei2020-04-172-10/+11
| | | | - helpful to disambiguate Kernel::Memory namespace.
* audio_core: Accept Audren REV8FearlessTobi2020-03-231-1/+1
| | | | | | According to Ryujinx, REV8 only added changes on Performance buffer and Wavebuffer DSP command generation. As we don't support any of those, we can just increment the revision number for now.
* cubeb_sink: Don't discard other channels when performing downmixingFearlessTobi2020-03-081-3/+17
| | | | | | | | Previously, when performing downmixing, we would discard all channels except the left and right one. This implementation respects them when mixing down to Stereo. It is taken from this document: http://www.atsc.org/wp-content/uploads/2015/03/A52-201212-17.pdf. Fixes Luigis Mansion 3 cutscene and Bayonetta audio.
* audio_core: interpolate: Improvements to fix audio crackling.bunnei2020-02-232-23/+38
| | | | | - Fixes audio crackling in Crash Team Racing Nitro-Fueled, Super Mario Odyssey, and others. - Addresses followup issues from #3310.
* audio_core: interpolate: Fix include for climits (Linux build break).bunnei2020-02-221-1/+1
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* audio_core: Switch to a faster interpolation techniqueFearlessTobi2020-01-242-48/+159
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* core/memory: Migrate over Read{8, 16, 32, 64, Block} to the Memory classLioncash2019-11-271-8/+9
| | | | | | | | | | | | | | With all of the trivial parts of the memory interface moved over, we can get right into moving over the bits that are used. Note that this does require the use of GetInstance from the global system instance to be used within hle_ipc.cpp and the gdbstub. This is fine for the time being, as they both already rely on the global system instance in other functions. These will be removed in a change directed at both of these respectively. For now, it's sufficient, as it still accomplishes the goal of de-globalizing the memory code.
* core: Prepare various classes for memory read/write migrationLioncash2019-11-272-13/+21
| | | | | | | | | | Amends a few interfaces to be able to handle the migration over to the new Memory class by passing the class by reference as a function parameter where necessary. Notably, within the filesystem services, this eliminates two ReadBlock() calls by using the helper functions of HLERequestContext to do that for us.
* core_timing: Use better reference tracking for EventType. (#3159)bunnei2019-11-272-13/+14
| | | | | | | * 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.
* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. (#3154)bunnei2019-11-252-4/+3
| | | | | | * kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. - See https://github.com/citra-emu/citra/pull/4710 for details.
* Used revision 5 instead of 7, marked constexpr as staticDavid Marcec2019-09-211-2/+2
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* Added frame_count for REV7 audio rendererDavid Marcec2019-09-202-11/+24
| | | | Added framecount
* Clang formatDavid Marcec2019-07-122-2/+4
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* Addressed issuesDavid Marcec2019-07-122-2/+2
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* "AudioRenderer" thread should have a unique nameDavid Marcec2019-07-122-3/+4
| | | | Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
* addressed issueDavid Marcec2019-07-081-1/+1
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* audren: Only manage wave buffers with a sizeDavid Marcec2019-07-011-3/+5
| | | | | | We shouldn't be incrementing if wave buffers are empty. They are considered invalid/unused wave buffers. This fixes the issue of certain sounds looping when they shouldn't
* 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.
* | CleanupDavid Marcec2019-06-161-1/+1
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* | Impl'd IsUserAccountSwitchLocked, SetAudioOutVolume, GetAudioOutVolume & Partial impl of GetAccumulatedSuspendedTickChangedEventDavid Marcec2019-06-162-3/+14
|/ | | | 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/cubeb_sink: Convert _MSC_VER ifdefs to _WIN32Lioncash2019-03-102-4/+4
| | | | This behavior also needs to be visible for MinGW builds as well.
* audio_core/cubeb_sink: Ensure COM is initialized on Windows prior to calling cubeb_initLioncash2019-02-272-0/+19
| | | | | cubeb now requires that COM explicitly be initialized on the thread prior to calling cubeb_init.
* audio_core/audio_renderer: Name previously unknown parameters of AudioRendererParameterLioncash2019-02-271-6/+8
| | | | | | | | | Provides names for previously unknown entries (aside from the two u8 that appear to be padding bytes, and a single word that also appears to be reserved or padding). This will be useful in subsequent changes when unstubbing behavior related to the audio renderer services.
* audio_core/cubeb_sink: Initialize CubebSinkStream's last_frame data memberLioncash2019-02-251-1/+1
| | | | | Ensures that all member variables are initialized in a deterministic manner across the board.
* audio_core/cubeb_sink: Add override specifier to destructorLioncash2019-02-251-1/+1
| | | | | CubebSinkStream inherits from a base class with a virtual destructor, so override can be appended to CubebSinkStream's destructor.
* audio_core/cubeb_sink: Resolve variable shadowing warnings in SamplesInQueueLioncash2019-02-251-2/+2
| | | | | | The name of the parameter was shadowing the member variable of the same name. Instead, alter the name of the parameter to prevent said shadowing.
* audio_core/codec: Resolve truncation warnings within DecodeADPCMLioncash2019-02-251-2/+2
| | | | | The assignments here were performing an implicit truncation from int to s16. Make it explicit that this is desired behavior.
* audio_core/buffer: Make const and non-const getter for samples consistentLioncash2019-02-162-2/+2
| | | | This way proper const/non-const selection can occur.
* core_timing: Convert core timing into a classLioncash2019-02-166-17/+28
| | | | | | | | | | | 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::TimingLioncash2019-02-122-14/+15
| | | | | | 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: remove unnecessary spaces on commentsOtávio Pace2019-01-141-2/+2
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* audio_core: Convert LOG_CRITICAL + UNREACHABLE over to UNIMPLEMENTED/UNIMPLEMENTED_MSGLioncash2018-12-283-10/+6
| | | | | | 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.
* Merge pull request #1902 from lioncash/audiobunnei2018-12-156-32/+55
|\ | | | | audio_core: Make g_sink_details internally linked
| * audio_core: Make g_sink_details internally linkedLioncash2018-12-136-32/+55
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We can hide the direct array from external view and instead provide functions to retrieve the necessary info. This has the benefit of completely hiding the makeup of the SinkDetails structure from the rest of the code. Given that this makes the array hidden, we can also make the array constexpr by altering the members slightly. This gets rid of several static constructor calls related to std::vector and std::function. Now we don't have heap allocations here that need to occur before the program can even enter main(). It also has the benefit of saving a little bit of heap space, but this doesn't matter too much, since the savings in that regard are pretty tiny.
* | Avoid (expensive) audio interpolation when sample rates already matchheapo2018-12-062-4/+8
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* core: Port all current usages of Event to Readable/WritableEventZach Hilman2018-11-292-5/+6
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* audio_core/audio_renderer: Fix typo in AuxInfo member nameLioncash2018-11-131-1/+1
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* 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.
* time_stretch: Switch to values of CitrafearlessTobi2018-10-291-3/+3
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* cubeb_sink: ignore null-name device when selectingWeiyi Wang2018-10-271-1/+2
| | | | We already ignore them on listing devices. We should do the same when selecting devices. This fix a crash when opening a specific device while there is a null device in the list
* time_stretch: Remove unused m_channel_count member variableLioncash2018-10-242-3/+1
| | | | This is only stored to, but never read from.
* EffectOutStatus padding is now in hexDavid Marcec2018-10-091-1/+1
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* Fixups for softlockDavid Marcec2018-10-072-6/+7
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* Fixed missing returnDavid Marcec2018-10-071-1/+1
| | | | | Softlock explanation: after effects are initialized in smo, nothing actually changes the state. It expects the state to always be initialized. With the previous testing, updating the states much like how we handle the memory pools continue to have the softlock(which is why I said it probably wasn't effects) after further examination it seems like effects need to be initialized but the state remains unchanged until further notice. For now, assertions are added for the aux buffers to see if they update, unable to check as I haven't gotten smo to actually update them yet.
* Fixed smo softlockDavid Marcec2018-10-072-13/+120
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* stream: Preserve enum class type in GetState()Lioncash2018-09-244-11/+11
| | | | | | 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 Marcec2018-09-234-0/+13
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* Logging: Change the TimeStretch::Process log from debug to trace level.Subv2018-09-211-1/+1
| | | | This function is called too many times and makes the debug logging basically unusable due to the spam.
* time_stretch: Remove unused <array> includeLioncash2018-09-171-1/+0
| | | | This isn't used within this header and isn't necessary.
* stream: Replace includes with forward declarations where applicableLioncash2018-09-172-3/+7
| | | | | Avoids propagating includes in headers where it's not necessary to do so.
* audio_renderer: Replace includes with forward declarations where applicableLioncash2018-09-172-39/+52
| | | | | | | | | Avoids including unnecessary headers within the audio_renderer.h header, lessening the likelihood of needing to rebuild source files including this header if they ever change. Given std::vector allows forward declaring contained types, we can move VoiceState to the cpp file and hide the implementation entirely.
* Merge pull request #1314 from lioncash/castbunnei2018-09-171-2/+2
|\ | | | | audio_core/time_stretch: Silence truncation warnings in Process()
| * audio_core/time_stretch: Silence truncation warnings in Process()Lioncash2018-09-141-2/+2
| | | | | | | | The SoundTouch API only accepts uint amount of samples.
* | Merge pull request #1321 from lioncash/audio-shadowbunnei2018-09-171-4/+4
|\ \ | | | | | | cubeb_sink: Get rid of variable shadowing within CubebSink's constructor
| * | cubeb_sink: Get rid of variable shadowing within CubebSink's constructorLioncash2018-09-141-4/+4
| |/ | | | | | | | | The parameter of the lambda was shadowing the variable that was being assigned to.
* | Merge pull request #1320 from lioncash/namebunnei2018-09-171-1/+1
|\ \ | | | | | | cubeb_sink: Correct context name in ListCubebSinkDevices()
| * | cubeb_sink: Correct context name in ListCubebSinkDevices()Lioncash2018-09-141-1/+1
| |/ | | | | | | This ain't Citra.
* / Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi2018-09-1516-64/+67
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* Merge pull request #1298 from lioncash/viewbunnei2018-09-132-2/+4
|\ | | | | audio_core/sink_details: Change std::string parameter into std::string_view
| * audio_core/sink_details: Change std::string parameter into std::string_viewLioncash2018-09-122-2/+4
| | | | | | | | | | The given string is only ever used for lookup and comparison, so we can just utilize a non-owning view to string data here
* | Merge pull request #1163 from FearlessTobi/add-audio-stretchingbunnei2018-09-137-49/+185
|\ \ | |/ |/| audio_core: Add audio stretching support
| * audio_core: Flush stream when not playing anythingMerryMage2018-09-126-0/+23
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| * cubeb_sink: Downsample arbitrary number of channelsMerryMage2018-09-091-10/+9
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| * cubeb_sink: Perform audio stretchingMerryMage2018-09-083-24/+26
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| * audio_core: Add audio stretcherMerryMage2018-09-083-0/+101
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| * cubeb_sink: Hold last available value instead of writing zerosMerryMage2018-09-081-5/+15
| | | | | | | | This reduces clicking in output audio should we underrun.
| * cubeb_sink: Use RingBufferMerryMage2018-09-081-40/+26
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| * Add audio stretching supportfearlessTobi2018-09-085-0/+15
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* | audio_renderer: Rename AudioOut instance to audio_outMerryMage2018-09-082-7/+7
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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/filter: Add explicit cast to assignment in Process()Lioncash2018-08-211-1/+1
| | | | | Previously this would cause warnings about implicit conversions to s16 from a double
* Merge pull request #1033 from MerryMage/interpbunnei2018-08-137-3/+267
|\ | | | | audio_core: Interpolate
| * audio_renderer: samples_remaining counts frames, not samplesMerryMage2018-08-131-1/+1
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| * audio_core: InterpolateMerryMage2018-08-135-0/+121
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| * audio_core: Implement low-pass filterMerryMage2018-08-133-2/+145
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* | cubeb_sink: Protect queue with a mutexMerryMage2018-08-121-0/+6
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* Pushed the requested sample rate instead of our fixed sample rateDavid Marcec2018-08-121-1/+1
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* Added GetAudioRendererSampleRate, GetAudioRendererSampleCount & GetAudioRendererMixBufferCountDavid Marcec2018-08-122-1/+16
| | | | GetAudioRendererSampleRate is set as a "STUB" as a game could check if the sample rate it sent and the sample rate it wants don't match. Just a thought of something which could happen so keeping it as stub for the mean time
* Make building cubeb optionalKAMiKAZOW2018-08-071-2/+2
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* audio_core: Implement audren_u audio playback.bunnei2018-08-053-0/+442
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* audio_core: Use s16 where possible for audio samples.bunnei2018-08-058-33/+24
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* audio_core: Port codec code from Citra for ADPCM decoding.bunnei2018-08-053-0/+123
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* cubeb_sink: Support variable sample_rate and num_channels.bunnei2018-08-041-15/+25
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* audio_core: Sinks need unique names as well.bunnei2018-08-045-9/+14
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* audio_core: Streams need unique names for CoreTiming.bunnei2018-08-044-9/+13
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* Merge pull request #895 from lioncash/sinkbunnei2018-08-031-5/+8
|\ | | | | sink_details: std::move std::function instances
| * sink_details: Deduplicate long std::function repetitionLioncash2018-08-021-4/+6
| | | | | | | | | | We can just use type aliases to avoid needing to write the same long type twice
| * sink_details: std::move std::function instancesLioncash2018-08-021-1/+2
| | | | | | | | | | Given std::function is allowed to potentially allocate, these should be std::move'd to prevent potential reallocation (should that ever happen).
* | audio_out: Use Buffer::Tag alias in GetTagsAndReleaseBuffers()'s prototypeLioncash2018-08-022-2/+2
|/ | | | | This makes the Buffer::Tag usage consistent with the Stream class's prototype of GetTagsAndReleaseBuffers().
* audio_core: Add configuration settings.bunnei2018-08-012-9/+31
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* audio_core: Implement Sink and SinkStream interfaces with cubeb.bunnei2018-07-318-6/+261
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* audio_core: Add interfaces for Sink and SinkStream.bunnei2018-07-316-0/+163
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* audio_core: Misc. improvements to stream/buffer/audio_out.bunnei2018-07-315-20/+32
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* audio_core: Add initial code for keeping track of audout state.bunnei2018-07-286-0/+334
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* Massive removal of unused modulesJames Rowe2018-01-1326-3017/+0
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* CoreTiming: Reworked CoreTiming (cherry-picked from Citra #3119)B3n302018-01-091-1/+1
| | | | * CoreTiming: New CoreTiming; Add Test for CoreTiming
* audio: Log dropping frames as trace to reduce spam.bunnei2018-01-071-1/+1
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* Fixed type conversion ambiguityHuw Pascoe2017-09-301-1/+1
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* Audio: Use std::deque instead of std::vector for the audio buffer type (StereoBuffer16).Subv2017-09-265-7/+9
| | | | | | | | | The current code inserts and deletes elements from the beginning of the audio buffer, which is very inefficient in an std::vector. Profiling was done using VisualStudio2017's Performance Analyzer in Super Mario 3D Land. Before this change: AudioInterp::Linear had 14.14% of the runtime (inclusive) and most of that time was spent in std::vector's insert implementation. After this change: AudioInterp::Linear has 0.36% of the runtime (inclusive)
* interpolate: Interpolate on a frame-by-frame basisMerryMage2017-08-283-88/+74
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* CMake: Add SoundTouch include path to target propertyYuri Kunde Schlesner2017-05-281-2/+0
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* CMake: Define an interface target for SDL2 definitionsYuri Kunde Schlesner2017-05-281-2/+1
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* CMake: Correct inter-module dependencies and library visibilityYuri Kunde Schlesner2017-05-281-3/+4
| | | | | | | | | | Modules didn't correctly define their dependencies before, which relied on the frontends implicitly including every module for linking to succeed. Also changed every target_link_libraries call to specify visibility of dependencies to avoid leaking definitions to dependents when not necessary.
* DSP: Create backing memory for entire DSP RAMYuri Kunde Schlesner2017-05-104-31/+36
| | | | Also move address space mapping out of video_core.
* Doxygen: Amend minor issues (#2593)Mat M2017-02-274-3/+5
| | | | | | | | | Corrects a few issues with regards to Doxygen documentation, for example: - Incorrect parameter referencing. - Missing @param tags. - Typos in @param tags. and a few minor other issues.
* Support looping HLE audio (#2422)Jake Merdich2017-01-302-11/+35
| | | | | * Support looping HLE audio * DSP: Fix dirty bit clears, handle nonmonotonically incrementing IDs * DSP: Add start offset support
* fixed the override warningnoah the goodra2017-01-271-1/+1
| | | | | | | | | | | | ``` In file included from citra/src/audio_core/sink_details.cpp:11: citra/src/./audio_core/sdl2_sink.h:25:10: warning: 'SetDevice' overrides a member function but is not marked 'override' [-Winconsistent-missing-override] void SetDevice(int device_id); ^ citra/src/./audio_core/sink.h:39:18: note: overridden virtual function is here virtual void SetDevice(int device_id) = 0; ^ ```
* SDL: Select audio device (#2403)Kloen Lansfiel2017-01-267-18/+69
| | | | | | | | | | | | | | | | | | | | | | | | * Initial Commit Added Device logic to Sinks Started on UI for selecting devices Removed redundant import * Audio Core: Complete Device Switching Complete the device switching implementation by allowing the output device to be loaded, changed and saved through the configurations menu. Worked with the Sink abstraction and tuned the "Device Selection" configuration so that the Device List is automatically populated when the Sink is changed. This hopefully addresses the concerns and recommendations mentioned in the comments of the PR. * Clean original implementation. * Refactor GetSinkDetails
* time_stretch: Add missing #pragma once directiveLioncash2016-12-131-0/+2
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* Add all services to the Service namespaceLioncash2016-12-112-3/+3
| | | | | Previously there was a split where some of the services were in the Service namespace and others were not.
* audio_core: SelectSink should default to auto if sink_id is invalidMerryMage2016-12-101-12/+7
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* Improve verbosity of audio errors with SDL_GetError()freiro2016-11-221-2/+2
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* Fix typosRicardo de Almeida Gonzaga2016-10-202-4/+4
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* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-219-9/+9
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-2123-48/+10
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner2016-09-1913-76/+110
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-1824-249/+323
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* audio_core: Tweak audio latencyMerryMage2016-09-072-2/+2
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* codec: Fix ADPCM distortion caused by incorrect nibble orderfincs2016-09-031-2/+2
| | | | | | Closes #2049. Signed-off-by: MerryMage <MerryMage@users.noreply.github.com>
* audio_core: Add EnableStretching to interface so that one can toggle stretching on and offMerryMage2016-08-314-9/+52
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* sink: Change EnqueueSamples to take a pointer to a buffer instead of a std::vectorMerryMage2016-08-315-9/+9
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* DSP/HLE: Audio outputMerryMage2016-05-191-0/+7
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* DSP/HLE: Implement mixer processingMerryMage2016-05-195-11/+311
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* AudioCore: Implement time stretcher (#1737)Maribel2016-05-154-0/+219
| | | | | | | | | | | | | | * AudioCore: Implement time stretcher * fixup! AudioCore: Implement time stretcher * fixup! fixup! AudioCore: Implement time stretcher * fixup! fixup! fixup! AudioCore: Implement time stretcher * fixup! fixup! fixup! fixup! AudioCore: Implement time stretcher * fixup! fixup! fixup! fixup! fixup! AudioCore: Implement time stretcher
* source: Fix missing logging argumentsLioncash2016-05-091-2/+2
| | | | Silences two warnings on OSX.
* fixup simple type conversions where possibleAlexander Laties2016-05-072-6/+15
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* Merge pull request #1736 from MerryMage/sdl2-sinkbunnei2016-05-075-1/+175
|\ | | | | AudioCore: SDL2 Sink
| * AudioCore: SDL2 SinkMerryMage2016-05-075-1/+175
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* | HLE: Fix recent DSP change for Visual Studio.bunnei2016-05-071-4/+2
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* | DSP/HLE: Implement Source processingMerryMage2016-05-037-5/+496
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* Audio: Add sink selection to configuration filesMerryMage2016-04-305-4/+55
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* AudioCore: List of sink typesMerryMage2016-04-303-0/+46
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* AudioCore: Implement NullSinkMerryMage2016-04-302-0/+30
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* Merge pull request #1726 from MerryMage/read-write-regionbunnei2016-04-293-26/+31
|\ | | | | AudioCore: CurrentRegion() -> ReadRegion(), WriteRegion()
| * AudioCore: CurrentRegion() -> ReadRegion(), WriteRegion()MerryMage2016-04-293-26/+31
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* | Merge pull request #1723 from MerryMage/audio-interpbunnei2016-04-293-0/+128
|\ \ | | | | | | AudioCore: Implement interpolation
| * | AudioCore: Implement interpolationMerryMage2016-04-293-0/+128
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* | | Merge pull request #1727 from MerryMage/minor-commitbunnei2016-04-283-12/+11
|\ \ \ | | | | | | | | AudioCore: Move samples_per_frame and num_sources into hle/common.h
| * | | AudioCore: Move samples_per_frame and num_sources into hle/common.hMerryMage2016-04-283-12/+11
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* | | Merge pull request #1722 from MerryMage/soundtouchbunnei2016-04-281-1/+4
|\ \ \ | |/ / |/| | Externals: Add soundtouch
| * | Externals: Add soundtouchMerryMage2016-04-281-1/+4
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* | AudioCore: Hack to prevent regressions: Trigger Binary pipe interrupt every audio frameMerryMage2016-04-271-0/+2
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* | DSP_DSP: Updated interrupt implementationMerryMage2016-04-272-4/+7
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* | DSP/Pipe: There are 8 pipesMerryMage2016-04-252-13/+19
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* DSP: Implement audio filters (simple, biquad)MerryMage2016-03-285-7/+275
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* DSP: Implement audio codecs (PCM8, PCM16, ADPCM)MerryMage2016-03-243-0/+174
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* DSP: Implement Pipe 2MerryMage2016-03-063-34/+194
| | | | | | Pipe 2 is a DSP pipe that is used to initialize both the DSP hardware (the application signals to the DSP to initialize) and the application (the DSP provides the memory location of structures in the shared memory region).
* AudioCore: Skeleton ImplementationMerryMage2016-02-218-0/+766
This commit: * Adds a new subproject, audio_core. * Defines structures that exist in DSP shared memory. * Hooks up various other parts of the emulator into audio core. This sets the foundation for a later HLE DSP implementation.