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Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping. This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
80 lines
2.4 KiB
C++
80 lines
2.4 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <memory>
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#include <mutex>
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#include <vector>
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#include "audio_core/behavior_info.h"
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#include "audio_core/command_generator.h"
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#include "audio_core/common.h"
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#include "audio_core/effect_context.h"
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#include "audio_core/memory_pool.h"
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#include "audio_core/mix_context.h"
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#include "audio_core/sink_context.h"
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#include "audio_core/splitter_context.h"
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#include "audio_core/stream.h"
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#include "audio_core/voice_context.h"
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "common/swap.h"
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#include "core/hle/result.h"
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namespace Core::Timing {
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class CoreTiming;
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}
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namespace Core::Memory {
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class Memory;
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}
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namespace AudioCore {
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using DSPStateHolder = std::array<VoiceState*, AudioCommon::MAX_CHANNEL_COUNT>;
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class AudioOut;
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class AudioRenderer {
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public:
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AudioRenderer(Core::Timing::CoreTiming& core_timing, Core::Memory::Memory& memory_,
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AudioCommon::AudioRendererParameter params,
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Stream::ReleaseCallback&& release_callback, std::size_t instance_number);
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~AudioRenderer();
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[[nodiscard]] ResultCode UpdateAudioRenderer(const std::vector<u8>& input_params,
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std::vector<u8>& output_params);
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[[nodiscard]] ResultCode Start();
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[[nodiscard]] ResultCode Stop();
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void QueueMixedBuffer(Buffer::Tag tag);
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void ReleaseAndQueueBuffers();
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[[nodiscard]] u32 GetSampleRate() const;
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[[nodiscard]] u32 GetSampleCount() const;
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[[nodiscard]] u32 GetMixBufferCount() const;
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[[nodiscard]] Stream::State GetStreamState() const;
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private:
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BehaviorInfo behavior_info{};
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AudioCommon::AudioRendererParameter worker_params;
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std::vector<ServerMemoryPoolInfo> memory_pool_info;
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VoiceContext voice_context;
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EffectContext effect_context;
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MixContext mix_context;
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SinkContext sink_context;
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SplitterContext splitter_context;
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std::vector<VoiceState> voices;
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std::unique_ptr<AudioOut> audio_out;
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StreamPtr stream;
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Core::Memory::Memory& memory;
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CommandGenerator command_generator;
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std::size_t elapsed_frame_count{};
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Core::Timing::CoreTiming& core_timing;
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std::shared_ptr<Core::Timing::EventType> process_event;
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std::mutex mutex;
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};
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} // namespace AudioCore
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