Commit graph

78 commits

Author SHA1 Message Date
Clownacy
f78f6b7105 Split Organya callback data
The function pointer only ever needs to be set once, unlike the
timer. This should avoid any scary race-conditions.
2020-04-18 00:54:24 +01:00
Clownacy
1ad6fdf539 Rename mutex 2020-04-17 23:52:00 +01:00
Clownacy
b06e1e1312 Remove old junk 2020-04-17 23:48:40 +01:00
Clownacy
051d12f434 Stop shouldn't rewind the sound
According to the DirectSound docs, stop doesn't rewind.

https://docs.microsoft.com/en-us/previous-versions/ms817375%28v%3dmsdn.10%29
2020-04-17 23:47:45 +01:00
Clownacy
5bcc0ec393 New way to allocate Wii U voices
The previous method wasn't good enough: we were still maxing-out at
96 (did the Decaf devs misread that as hex? Is that why the
emulator's limit is 150 instead?).

Anyway, this new solution is a little brutish, but I can't think of
anything else that would work: right now, I have the Organya thread
constantly polling a linked-list of the currently-loaded sounds, and
checking if their voices have finished playing or not. If they've
finished, they get freed.

When AudioBackend_PlaySound is called, if checks if the sound's voice
has been freed or not, and reallocates it if it has.

There doesn't seem to be a noticable overhead to this, and it keeps
the number of currently-allocated voices *very* low (from 10 to 20 on
average).
2020-04-17 23:43:17 +01:00
Clownacy
b123e3743e Clean-up the weird buggy code
I'mma just assume each sound needs their struct preserving for some
reason.
2020-04-17 21:48:34 +01:00
Clownacy
db14899b3e Try to fix Wii U audio hang part 2
I encountered a hang earlier, so the previous attempt obviously
didn't work.
2020-04-17 18:34:26 +01:00
Clownacy
76e7a6f857 Revert some suspicious code
I'm getting some rare audio hangs. I tried doing some
regression-testing, but it's so random that I'm getting anomalous
results. That said, there were suspicious results around this change
(and also the way `mix_data` is initialised/cleared), so I'm
reverting this for now, and restoring it next time I encounter a
hang.
2020-04-17 16:58:07 +01:00
Clownacy
d025fecf54 Minor cleanup 2020-04-17 15:47:56 +01:00
Clownacy
a177f44b88 Clean up Wii U audio backend 2020-04-17 14:15:23 +01:00
Clownacy
9eacc74ee2 Got music working on Wii U! 2020-04-17 01:47:23 +01:00
Clownacy
edc9299007 Fix the game using too many Wii U voices
Now it just allocates channels on-demand, rather than ahead-of-time.
2020-04-16 22:42:33 +01:00
Clownacy
a7ebdb75e5 Added unfinished Wii U audio backend
Currently doesn't produce sound unless you stop Organya from calling
AudioBackend_CreateSound, because it exhausts the Wii U's 150-sound
pool before the SFX get any of them.
2020-04-16 22:19:00 +01:00
Clownacy
02f570cec7 Add Null audio backend
Literally doesn't do anything
2020-04-13 18:31:39 +01:00
Clownacy
c51a074fad Big disgusting backend rework
We need to avoid `WindowsWrapper.h` in the backends whenever we can,
to avoid name collisions (the Wii U homebrew library) defines its own
BOOL/TRUE/FALSE, which really doesn't work with CSE2.
2020-04-13 18:19:39 +01:00
Clownacy
cdd97cb733 Some cleanup 2020-04-13 13:34:55 +01:00
Clownacy
4f7cc9582d Revert "Backends: Added init/de-init messages for backends"
This reverts commit 9be8b9a493.
2020-04-13 13:28:57 +01:00
Gabriel Ravier
9be8b9a493 Backends: Added init/de-init messages for backends
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 02:26:51 +02:00
Gabriel Ravier
92d565692a Backends: Use "SDL" instead of "SDL2" to match documentation vocabulary
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 01:16:45 +02:00
Gabriel Ravier
27eb7d1788 Backend/Audio/SDL2: Replace puts call with Backend_PrintInfo
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 00:49:22 +02:00
Gabriel Ravier
dcd4bcf1b2 Backends: Fix some of the error handling and replaced some printf calls
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 00:42:24 +02:00
Gabriel Ravier
16441ee87b Backends: Improved miniaudio and GLFW3 error handling
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-11 16:57:04 +02:00
Gabriel Ravier
7f7c3d8434 Backends: Started adding a bunch of error handling stuff (error checking only done in SDL2 for now)
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-10 22:32:29 +02:00
Clownacy
6456649e11 Pre-process audio in the software mixer
This should improve performance slightly
2020-04-06 19:52:53 +01:00
Clownacy
5daea02ac6 Change the audio backend API
Removes locking and unlocking: instead, samples are passed to Create.
2020-04-06 19:44:45 +01:00
Clownacy
9fd95e720c Whoops, remove a leftover std:: 2020-04-06 13:49:57 +01:00
Clownacy
ba9ccec945 Change double to float
A quick test with godbolt shows this produces smaller (and presumably
faster) code.
2020-04-06 13:48:44 +01:00
Clownacy
545948584a Different optimisation for software-mixer
`trunc` can resolve to a library call, while a cast-to-int doesn't
appear to. Since the mixer already does a cast-to-int when retrieving
samples, I can kill two birds with one stone.
2020-04-06 13:40:39 +01:00
Clownacy
1016411fa4 Cleanup 2020-04-06 13:37:53 +01:00
Gabriel Ravier
81e3259535 Backends/Audio/SoftwareMixer: Optimized fmod(x, 1.0) to x - trunc(x)
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-05 23:04:59 +02:00
Gabriel Ravier
1cf4200051 Merge branch 'portable' into improvePerformance2 2020-04-05 19:33:13 +02:00
Clownacy
bcd883e767 Fix weird buzzing in the software mixer
Not really sure why this causes it, but apparently it does.
2020-04-05 18:17:38 +01:00
Gabriel Ravier
1d9048c8a6 Merge branch 'portable' into improvePerformance2
# Conflicts:
#	src/Backends/Rendering/Software.cpp
2020-04-05 01:16:09 +02:00
Clownacy
7c729af36f Add a comment 2020-04-04 20:58:12 +01:00
Clownacy
6ea58290f4 Set SDL2 audio backend to 48000Hz 2020-04-04 20:57:34 +01:00
Clownacy
b3e40b0475 Fix SDL2 audio backend 2020-04-04 20:52:24 +01:00
Gabriel Ravier
afd3abecc4 Correctly used Attributes.h instead of a definition directly in SoftwareMixer.cpp
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-03 00:43:34 +02:00
Gabriel Ravier
f68984bd58 Merge branch 'portable' into improvePerformance2
# Conflicts:
#	src/Backends/Audio/SDL2.cpp
2020-04-03 00:36:44 +02:00
Clownacy
373c0e658a Use PlatformBackend_ShowMessageBox somewhere 2020-04-02 21:32:50 +01:00
Clownacy
b57ccd7ed5 Shut up errors on Windows 2020-03-31 20:22:54 +01:00
Clownacy
d0b20316de Don't do -Iexternal
It pollutes the #include space.
2020-03-31 14:26:24 +01:00
Clownacy
d91c1e9bdc Update the SDL2 audio backend
Now uses the shared software mixer
2020-03-31 12:19:44 +01:00
Clownacy
732d3bbc5c Split software audio mixer to its own file
This will be shared between the SDL2 and miniaudio backends,
eliminating all that digusting duplicate code.
2020-03-31 12:14:20 +01:00
Clownacy
4e58457e1d Make miniaudio backend use native sample rate
This avoids the need for miniaudio to resample the mixer's output.
2020-03-31 10:20:20 +01:00
Clownacy
dd04977f29 Update miniaudio to v0.10.1
This newer version supports marking all of its declarations as
static, avoiding the conflict between the miniaudio audio backend,
and the copy of miniaudio embedded in clownaudio in the enhanced
branch.
2020-03-17 13:25:41 +00:00
Clownacy
9af25f7c67 Hopefully fixed miniaudio backend on Windows
Stupid BOOL type
2020-03-04 21:02:17 +00:00
Clownacy
af24d010a5 Clean-up miniaudio backend a little
Really need to figure out the best way to abstract-away the software
mixer...
2020-02-29 18:19:06 +00:00
Clownacy
8ec8a8d990 Added unfinished miniaudio audio backend
Currently only works with CMake
2020-02-29 18:18:59 +00:00
Gabriel Ravier
b238bcee03 Remove random lines mistakenly added by merge 2020-02-14 08:27:07 +01:00
Gabriel Ravier
65db12baaa Started trying to optimize MakePixelWaveData 2020-02-13 19:55:39 +01:00