Modified audio handling to use SDL_QueueAudio to simplify code and changed remaining bytes calculation to reduce audio latency
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7babd24bd1
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38f6304d44
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@ -5,6 +5,7 @@
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#include <cassert>
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#include <cassert>
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static SDL_AudioDeviceID audio_device = 0;
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static SDL_AudioDeviceID audio_device = 0;
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static uint32_t sample_rate = 48000;
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void Multilibultra::init_audio() {
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void Multilibultra::init_audio() {
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// Initialize SDL audio.
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// Initialize SDL audio.
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@ -13,8 +14,6 @@ void Multilibultra::init_audio() {
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set_audio_frequency(48000);
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set_audio_frequency(48000);
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}
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}
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void SDLCALL feed_audio(void* userdata, Uint8* stream, int len);
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void Multilibultra::set_audio_frequency(uint32_t freq) {
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void Multilibultra::set_audio_frequency(uint32_t freq) {
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if (audio_device != 0) {
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if (audio_device != 0) {
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SDL_CloseAudioDevice(audio_device);
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SDL_CloseAudioDevice(audio_device);
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@ -27,7 +26,7 @@ void Multilibultra::set_audio_frequency(uint32_t freq) {
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.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
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.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
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.padding = 0, // unused
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.padding = 0, // unused
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.size = 0, // calculated
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.size = 0, // calculated
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.callback = feed_audio, // Use a callback as QueueAudio causes popping
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.callback = nullptr,//feed_audio, // Use a callback as QueueAudio causes popping
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.userdata = nullptr
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.userdata = nullptr
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};
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};
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@ -38,105 +37,52 @@ void Multilibultra::set_audio_frequency(uint32_t freq) {
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assert(false);
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assert(false);
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}
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}
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SDL_PauseAudioDevice(audio_device, 0);
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SDL_PauseAudioDevice(audio_device, 0);
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}
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sample_rate = freq;
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// Struct representing a queued audio buffer.
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struct AudioBuffer {
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// All samples in the buffer, including those that have already been sent.
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std::vector<int16_t> samples;
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// The count of samples that have already been sent to the audio device.
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size_t used_samples = 0;
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// Helper methods.
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size_t remaining_samples() const { return samples.size() - used_samples; };
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size_t remaining_bytes() const { return remaining_samples() * sizeof(samples[0]); };
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int16_t* first_unused_sample() { return &samples[used_samples]; }
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bool empty() { return used_samples == samples.size(); }
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};
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// Mutex for locking the queued audio buffer list.
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std::mutex audio_buffers_mutex;
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// The queued audio buffer list, holds a list of buffers that have been queued by the game.
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std::vector<AudioBuffer> audio_buffers;
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void SDLCALL feed_audio(void* userdata, Uint8* stream, int byte_count) {
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// Ensure that the byte count is an integer multiple of samples.
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assert((byte_count & 1) == 0);
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// Calculate the sample count from the byte count.
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size_t remaining_samples = byte_count / sizeof(int16_t);
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// Lock the queued audio buffer list.
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std::lock_guard lock{ audio_buffers_mutex };
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// Empty the audio buffers until we've sent all the required samples
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// or until there are no samples left in the audio buffers.
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while (!audio_buffers.empty() && remaining_samples > 0) {
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auto& cur_buffer = audio_buffers.front();
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// Prevent overrunning either the input or output buffer.
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size_t to_copy = std::min(remaining_samples, cur_buffer.remaining_samples());
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// Copy samples from the input buffer to the output one.
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memcpy(stream, cur_buffer.first_unused_sample(), to_copy * sizeof(int16_t));
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// Advance the output buffer by the copied byte count.
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stream += to_copy * sizeof(int16_t);
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// Advance the input buffer by the copied sample count.
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cur_buffer.used_samples += to_copy;
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// Updated the remaining sample count.
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remaining_samples -= to_copy;
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// If the input buffer was emptied, remove it from the list of queued buffers.
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if (cur_buffer.empty()) {
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audio_buffers.erase(audio_buffers.begin());
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}
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}
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// Zero out any remaining audio data to lessen audio issues during lag
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memset(stream, 0, remaining_samples * sizeof(int16_t));
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}
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}
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void Multilibultra::queue_audio_buffer(RDRAM_ARG PTR(s16) audio_data_, uint32_t byte_count) {
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void Multilibultra::queue_audio_buffer(RDRAM_ARG PTR(s16) audio_data_, uint32_t byte_count) {
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// Buffer for holding the output of swapping the audio channels. This is reused across
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// calls to reduce runtime allocations.
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static std::vector<uint16_t> swap_buffer;
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// Ensure that the byte count is an integer multiple of samples.
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// Ensure that the byte count is an integer multiple of samples.
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assert((byte_count & 1) == 0);
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assert((byte_count & 1) == 0);
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s16* audio_data = TO_PTR(s16, audio_data_);
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// Calculate the number of samples from the number of bytes.
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// Calculate the number of samples from the number of bytes.
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uint32_t sample_count = byte_count / sizeof(s16);
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uint32_t sample_count = byte_count / sizeof(s16);
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// Lock the queued audio buffer list.
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// Make sure the swap buffer is large enough to hold all the incoming audio data.
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std::lock_guard lock{ audio_buffers_mutex };
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if (sample_count > swap_buffer.size()) {
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swap_buffer.resize(sample_count);
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// Set up a new queued audio buffer.
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AudioBuffer& new_buf = audio_buffers.emplace_back();
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new_buf.samples.resize(sample_count);
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new_buf.used_samples = 0;
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// Copy the data into the new buffer.
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// Swap the audio channels to correct for the address xor caused by endianness handling.
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for (size_t i = 0; i < sample_count; i += 2) {
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new_buf.samples[i + 0] = audio_data[i + 1];
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new_buf.samples[i + 1] = audio_data[i + 0];
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}
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}
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// Swap the audio channels into the swap buffer to correct for the address xor caused by endianness handling.
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s16* audio_data = TO_PTR(s16, audio_data_);
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for (size_t i = 0; i < sample_count; i += 2) {
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swap_buffer[i + 0] = audio_data[i + 1];
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swap_buffer[i + 1] = audio_data[i + 0];
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}
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// Queue the swapped audio data.
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SDL_QueueAudio(audio_device, swap_buffer.data(), byte_count);
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}
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}
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// If there's ever any audio popping, check here first. Some games are very sensitive to
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// If there's ever any audio popping, check here first. Some games are very sensitive to
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// the remaining sample count and reporting a number that's too high here can lead to issues.
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// the remaining sample count and reporting a number that's too high here can lead to issues.
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// Reporting a number that's too low can lead to audio lag in some games.
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// Reporting a number that's too low can lead to audio lag in some games.
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uint32_t Multilibultra::get_remaining_audio_bytes() {
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uint32_t Multilibultra::get_remaining_audio_bytes() {
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// Calculate the number of samples still in the queued audio buffers
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// Get the number of remaining buffered audio bytes.
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size_t buffered_byte_count = 0;
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uint32_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device);
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{
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// Lock the queued audio buffer list.
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std::lock_guard lock{ audio_buffers_mutex };
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// Gather the remaining byte count of the next buffer, if any exists.
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if (!audio_buffers.empty()) {
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buffered_byte_count = audio_buffers.front().remaining_bytes();
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}
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}
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// Add the number of remaining bytes in the audio data that's been sent to the device.
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buffered_byte_count += SDL_GetQueuedAudioSize(audio_device);
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// Add a slight positive scaling bias, which helps audio respond quicker. Remove the bias
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// Adjust the reported count to be four refreshes in the future, which helps ensure that
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// if games have popping issues.
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// there are enough samples even if the game experiences a small amount of lag. This prevents
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return buffered_byte_count + (buffered_byte_count / 10);
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// audio popping on games that use the buffered audio byte count to determine how many samples
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// to generate.
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uint32_t samples_per_vi = (sample_rate / 60);
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if (buffered_byte_count > (4u * samples_per_vi)) {
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buffered_byte_count -= (4u * samples_per_vi);
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} else {
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buffered_byte_count = 0;
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}
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return buffered_byte_count;
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}
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}
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