// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program 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 General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "__sceAudio.h" #include "sceAudio.h" #include "sceKernel.h" #include "sceKernelThread.h" #include "base/mutex.h" #include "CommonTypes.h" #include "../CoreTiming.h" #include "../MemMap.h" #include "../Host.h" #include "../Config.h" #include "ChunkFile.h" #include "FixedSizeQueue.h" #include "Common/Thread.h" // Should be used to lock anything related to the outAudioQueue. recursive_mutex section; int eventAudioUpdate = -1; int eventHostAudioUpdate = -1; int mixFrequency = 44100; const int hwSampleRate = 44100; const int hwBlockSize = 64; const int hostAttemptBlockSize = 512; const int audioIntervalUs = (int)(1000000ULL * hwBlockSize / hwSampleRate); const int audioHostIntervalUs = (int)(1000000ULL * hostAttemptBlockSize / hwSampleRate); // High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively. // TODO: Tweak const int chanQueueMaxSizeFactor = 2; const int chanQueueMinSizeFactor = 1; FixedSizeQueue outAudioQueue; static inline s16 clamp_s16(int i) { if (i > 32767) return 32767; if (i < -32768) return -32768; return i; } static inline s16 adjustvolume(s16 sample, int vol) { return clamp_s16((sample * vol) >> 15); } void hleAudioUpdate(u64 userdata, int cyclesLate) { __AudioUpdate(); CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs) - cyclesLate, eventAudioUpdate, 0); } void hleHostAudioUpdate(u64 userdata, int cyclesLate) { host->UpdateSound(); CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs) - cyclesLate, eventHostAudioUpdate, 0); } void __AudioInit() { mixFrequency = 44100; eventAudioUpdate = CoreTiming::RegisterEvent("AudioUpdate", &hleAudioUpdate); eventHostAudioUpdate = CoreTiming::RegisterEvent("AudioUpdateHost", &hleHostAudioUpdate); CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs), eventAudioUpdate, 0); CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs), eventHostAudioUpdate, 0); for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++) chans[i].clear(); } void __AudioDoState(PointerWrap &p) { p.Do(eventAudioUpdate); CoreTiming::RestoreRegisterEvent(eventAudioUpdate, "AudioUpdate", &hleAudioUpdate); p.Do(eventHostAudioUpdate); CoreTiming::RestoreRegisterEvent(eventHostAudioUpdate, "AudioUpdateHost", &hleHostAudioUpdate); p.Do(mixFrequency); { lock_guard guard(section); outAudioQueue.DoState(p); } int chanCount = ARRAY_SIZE(chans); p.Do(chanCount); if (chanCount != ARRAY_SIZE(chans)) { ERROR_LOG(HLE, "Savestate failure: different number of audio channels."); return; } for (int i = 0; i < chanCount; ++i) chans[i].DoState(p); p.DoMarker("sceAudio"); } void __AudioShutdown() { for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++) chans[i].clear(); } u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking) { u32 ret = chan.sampleCount; if (chan.sampleAddress == 0) { // For some reason, multichannel audio lies and returns the sample count here. if (chanNum == PSP_AUDIO_CHANNEL_SRC || chanNum == PSP_AUDIO_CHANNEL_OUTPUT2) { ret = 0; } } // If there's anything on the queue at all, it should be busy, but we try to be a bit lax. if (chan.sampleQueue.size() > chan.sampleCount * 2 * chanQueueMaxSizeFactor || chan.sampleAddress == 0) { if (blocking) { // TODO: Regular multichannel audio seems to block for 64 samples less? Or enqueue the first 64 sync? int blockSamples = (int)chan.sampleQueue.size() / 2 / chanQueueMinSizeFactor; AudioChannelWaitInfo waitInfo = {__KernelGetCurThread(), blockSamples}; chan.waitingThreads.push_back(waitInfo); // Also remember the value to return in the waitValue. __KernelWaitCurThread(WAITTYPE_AUDIOCHANNEL, (SceUID)chanNum + 1, ret, 0, false, "blocking audio waited"); // Fall through to the sample queueing, don't want to lose the samples even though // we're getting full. The PSP would enqueue after blocking. } else { // Non-blocking doesn't even enqueue, but it's not commonly used. return SCE_ERROR_AUDIO_CHANNEL_BUSY; } } if (chan.sampleAddress == 0) { return ret; } if (chan.format == PSP_AUDIO_FORMAT_STEREO) { const u32 totalSamples = chan.sampleCount * 2; if (IS_LITTLE_ENDIAN) { s16 *sampleData = (s16 *) Memory::GetPointer(chan.sampleAddress); // Walking a pointer for speed. But let's make sure we wouldn't trip on an invalid ptr. if (Memory::IsValidAddress(chan.sampleAddress + (totalSamples - 1) * sizeof(s16))) { for (u32 i = 0; i < totalSamples; i += 2) { chan.sampleQueue.push(adjustvolume(*sampleData++, chan.leftVolume)); chan.sampleQueue.push(adjustvolume(*sampleData++, chan.rightVolume)); } } } else { for (u32 i = 0; i < totalSamples; i++) { s16 sampleL = (s16)Memory::Read_U16(chan.sampleAddress + sizeof(s16) * i); sampleL = adjustvolume(sampleL, chan.leftVolume); chan.sampleQueue.push(sampleL); i++; s16 sampleR = (s16)Memory::Read_U16(chan.sampleAddress + sizeof(s16) * i); sampleR = adjustvolume(sampleR, chan.rightVolume); chan.sampleQueue.push(sampleR); } } } else if (chan.format == PSP_AUDIO_FORMAT_MONO) { for (u32 i = 0; i < chan.sampleCount; i++) { // Expand to stereo s16 sample = (s16)Memory::Read_U16(chan.sampleAddress + 2 * i); chan.sampleQueue.push(adjustvolume(sample, chan.leftVolume)); chan.sampleQueue.push(adjustvolume(sample, chan.rightVolume)); } } return ret; } inline void __AudioWakeThreads(AudioChannel &chan, int result, int step) { u32 error; for (size_t w = 0; w < chan.waitingThreads.size(); ++w) { AudioChannelWaitInfo &waitInfo = chan.waitingThreads[w]; waitInfo.numSamples -= step; // If it's done (there will still be samples on queue) and actually still waiting, wake it up. if (waitInfo.numSamples <= 0 && __KernelGetWaitID(waitInfo.threadID, WAITTYPE_AUDIOCHANNEL, error) != 0) { // DEBUG_LOG(HLE, "Woke thread %i for some buffer filling", waitingThread); u32 ret = result == 0 ? __KernelGetWaitValue(waitInfo.threadID, error) : SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED; __KernelResumeThreadFromWait(waitInfo.threadID, ret); chan.waitingThreads.erase(chan.waitingThreads.begin() + w--); } } } void __AudioWakeThreads(AudioChannel &chan, int result) { __AudioWakeThreads(chan, result, 0x7FFFFFFF); } // Mix samples from the various audio channels into a single sample queue. // This single sample queue is where __AudioMix should read from. If the sample queue is full, we should // just sleep the main emulator thread a little. void __AudioUpdate() { // Audio throttle doesn't really work on the PSP since the mixing intervals are so closely tied // to the CPU. Much better to throttle the frame rate on frame display and just throw away audio // if the buffer somehow gets full. s32 mixBuffer[hwBlockSize * 2]; memset(mixBuffer, 0, sizeof(mixBuffer)); for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++) { if (!chans[i].reserved) continue; __AudioWakeThreads(chans[i], 0, hwBlockSize); if (!chans[i].sampleQueue.size()) { // ERROR_LOG(HLE, "No queued samples, skipping channel %i", i); continue; } for (int s = 0; s < hwBlockSize; s++) { if (chans[i].sampleQueue.size() >= 2) { s16 sampleL = chans[i].sampleQueue.pop_front(); s16 sampleR = chans[i].sampleQueue.pop_front(); mixBuffer[s * 2 + 0] += sampleL; mixBuffer[s * 2 + 1] += sampleR; } else { ERROR_LOG(HLE, "Channel %i buffer underrun at %i of %i", i, s, hwBlockSize); break; } } } if (g_Config.bEnableSound) { lock_guard guard(section); if (outAudioQueue.room() >= hwBlockSize * 2) { // Push the mixed samples onto the output audio queue. for (int i = 0; i < hwBlockSize; i++) { s16 sampleL = clamp_s16(mixBuffer[i * 2 + 0]); s16 sampleR = clamp_s16(mixBuffer[i * 2 + 1]); outAudioQueue.push((s16)sampleL); outAudioQueue.push((s16)sampleR); } } else { // This happens quite a lot. There's still something slightly off // about the amount of audio we produce. DEBUG_LOG(HLE, "Audio outbuffer overrun! room = %i / %i", outAudioQueue.room(), (u32)outAudioQueue.capacity()); } } } void __AudioSetOutputFrequency(int freq) { WARN_LOG(HLE, "Switching audio frequency to %i", freq); mixFrequency = freq; } // numFrames is number of stereo frames. // This is called from *outside* the emulator thread. int __AudioMix(short *outstereo, int numFrames) { // TODO: if mixFrequency != the actual output frequency, resample! lock_guard guard(section); int underrun = -1; s16 sampleL = 0; s16 sampleR = 0; bool anythingToPlay = false; for (int i = 0; i < numFrames; i++) { if (outAudioQueue.size() >= 2) { sampleL = outAudioQueue.pop_front(); sampleR = outAudioQueue.pop_front(); outstereo[i * 2 + 0] = sampleL; outstereo[i * 2 + 1] = sampleR; anythingToPlay = true; } else { if (underrun == -1) underrun = i; outstereo[i * 2 + 0] = sampleL; // repeat last sample, can reduce clicking outstereo[i * 2 + 1] = sampleR; // repeat last sample, can reduce clicking } } if (anythingToPlay && underrun >= 0) { DEBUG_LOG(HLE, "Audio out buffer UNDERRUN at %i of %i", underrun, numFrames); } else { // DEBUG_LOG(HLE, "No underrun, mixed %i samples fine", numFrames); } return underrun >= 0 ? underrun : numFrames; }