/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
* Developed and maintained by the Pcsx2 Development Team.
*
* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
*
* SPU2-X is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SPU2-X is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with SPU2-X. If not, see <http://www.gnu.org/licenses/>.
*/
#include <cassert>
#include "../types.h"
#include "SndOut.h"
//----------------
static const int SndOutLatencyMS = 160;
static bool timeStretchDisabled = false;
//----------------
StereoOut32 StereoOut32::Empty;
StereoOut32::StereoOut32(const StereoOut16 &src) : Left(src.Left), Right(src.Right)
{
}
StereoOut32::StereoOut32(const StereoOutFloat &src) : Left(static_cast<int32_t>(src.Left * 2147483647.0f)), Right(static_cast<int32_t>(src.Right * 2147483647.0f))
{
}
StereoOut16 StereoOut32::DownSample() const
{
return StereoOut16((Left >> SndOutVolumeShift) & 0xFFFF, (Right >> SndOutVolumeShift) & 0xFFFF);
}
std::unique_ptr<StereoOut32[]> SndBuffer::m_buffer;
int32_t SndBuffer::m_size;
int32_t SndBuffer::m_rpos;
int32_t SndBuffer::m_wpos;
int32_t SndBuffer::m_data;
bool SndBuffer::m_underrun_freeze;
std::unique_ptr<StereoOut32[]> SndBuffer::sndTempBuffer;
int SndBuffer::sndTempProgress = 0;
inline int GetAlignedBufferSize(int comp)
{
return (comp + SndOutPacketSize - 1) & ~(SndOutPacketSize - 1);
}
// Returns true if there is data to be output, or false if no data
// is available to be copied.
bool SndBuffer::CheckUnderrunStatus(int &nSamples, int &quietSampleCount)
{
quietSampleCount = 0;
if (m_underrun_freeze)
{
int toFill = static_cast<int>(m_size * (timeStretchDisabled ? 0.50f : 0.1f));
toFill = GetAlignedBufferSize(toFill);
// toFill is now aligned to a SndOutPacket
if (m_data < toFill)
{
quietSampleCount = nSamples;
return false;
}
m_underrun_freeze = false;
//TODO
//if( MsgOverruns() )
printf(" * SPU2 > Underrun compensation (%d packets buffered)\n", toFill / SndOutPacketSize);
lastPct = 0.0; // normalize timestretcher
}
else if (m_data < nSamples)
{
nSamples = m_data;
quietSampleCount = SndOutPacketSize - m_data;
m_underrun_freeze = true;
if (!timeStretchDisabled)
timeStretchUnderrun();
return !!nSamples;
}
return true;
}
void SndBuffer::_InitFail()
{
// If a failure occurs, just initialize the NoSound driver. This'll allow
// the game to emulate properly (hopefully), albeit without sound.
//OutputModule = FindOutputModuleById( NullOut.GetIdent() );
//mods[OutputModule]->Init();
}
void SndBuffer::_WriteSamples(StereoOut32 *bData, int nSamples)
{
int free = m_size - m_data;
m_predictData = 0;
assert(m_data <= m_size);
// Problem:
// If the SPU2 gets out of sync with the SndOut device, the writepos of the
// circular buffer will overtake the readpos, leading to a prolonged period
// of hopscotching read/write accesses (ie, lots of staticy crap sound for
// several seconds).
//
// Compromise:
// When an overrun occurs, we adapt by discarding a portion of the buffer.
// The older portion of the buffer is discarded rather than incoming data,
// so that the overall audio synchronization is better.
if (free < nSamples)
{
// Buffer overrun!
// Dump samples from the read portion of the buffer instead of dropping
// the newly written stuff.
int32_t comp;
if (!timeStretchDisabled)
comp = timeStretchOverrun();
else
{
// Toss half the buffer plus whatever's being written anew:
comp = GetAlignedBufferSize((m_size + nSamples) / 2);
if (comp > m_size - SndOutPacketSize)
comp = m_size - SndOutPacketSize;
}
m_data -= comp;
m_rpos = (m_rpos + comp) % m_size;
//TODO
//if( MsgOverruns() )
printf(" * SPU2 > Overrun Compensation (%d packets tossed)\n", comp / SndOutPacketSize);
lastPct = 0.0; // normalize the timestretcher
}
// copy in two phases, since there's a chance the packet
// wraps around the buffer (it'd be nice to deal in packets only, but
// the timestretcher and DSP options require flexibility).
int endPos = m_wpos + nSamples;
int secondCopyLen = endPos - m_size;
StereoOut32 *wposbuffer = &m_buffer[m_wpos];
m_data += nSamples;
if (secondCopyLen > 0)
{
nSamples -= secondCopyLen;
memcpy(m_buffer.get(), &bData[nSamples], secondCopyLen * sizeof(*bData));
m_wpos = secondCopyLen;
}
else
m_wpos += nSamples;
memcpy(wposbuffer, bData, nSamples * sizeof(*bData));
}
void SndBuffer::Init()
{
// initialize sound buffer
// Buffer actually attempts to run ~50%, so allocate near double what
// the requested latency is:
m_rpos = m_wpos = m_data = 0;
try
{
float latencyMS = SndOutLatencyMS * (timeStretchDisabled ? 1.5f : 2.0f);
m_size = GetAlignedBufferSize(static_cast<int>(latencyMS * SampleRate / 1000.0f));
m_buffer.reset(new StereoOut32[m_size]);
m_underrun_freeze = false;
sndTempBuffer.reset(new StereoOut32[SndOutPacketSize]);
}
catch(const std::bad_alloc &)
{
// out of memory exception (most likely)
printf("Out of memory error occurred while initializing SPU2.");
_InitFail();
return;
}
// clear buffers!
// Fixes loopy sounds on emu resets.
memset(sndTempBuffer.get(), 0, sizeof(StereoOut32) * SndOutPacketSize);
sndTempProgress = 0;
soundtouchInit(); // initializes the timestretching
// some crap
//spdif_set51(mods[OutputModule]->Is51Out());
// initialize module
//if( mods[OutputModule]->Init() == -1 ) _InitFail();
}
void SndBuffer::Write(const StereoOut32 &Sample)
{
//if(mods[OutputModule] == &NullOut) // null output doesn't need buffering or stretching! :p
// return;
sndTempBuffer[sndTempProgress++] = Sample;
// If we haven't accumulated a full packet yet, do nothing more:
if (sndTempProgress < SndOutPacketSize)
return;
sndTempProgress = 0;
if( !timeStretchDisabled )
timeStretchWrite();
else
_WriteSamples(sndTempBuffer.get(), SndOutPacketSize);
}