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Audio and Message Fixes
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parent
11a148a047
commit
f07a9b6c81
12 changed files with 109 additions and 72 deletions
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@ -25,11 +25,14 @@
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#include <BlobFactory.h>
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#include <VertexFactory.h>
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#include "audio/GameAudio.h"
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//#include "sf64audio_provisional.h"
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#include <Fast3D/gfx_pc.h>
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#include <Fast3D/gfx_rendering_api.h>
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#include <SDL2/SDL.h>
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//extern "C" AudioBufferParameters gAudioBufferParams;
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#include <utility>
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extern "C" {
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@ -151,7 +154,7 @@ void GameEngine::StartFrame() const {
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#define NUM_AUDIO_CHANNELS 2
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#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
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s16 audio_buffer[SAMPLES_PER_FRAME * 2] = { 0 };
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s16 audio_buffer[SAMPLES_PER_FRAME * 2 * 2] = { 0 };
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extern "C" s32 audBuffer = 0;
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#include <sf64audio_provisional.h>
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@ -171,7 +174,11 @@ void GameEngine::HandleAudioThread() {
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}
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}
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#define AUDIO_FRAMES_PER_UPDATE (gVIsPerFrame > 0 ? gVIsPerFrame : 1)
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//gVIsPerFrame = 2;
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//#define AUDIO_FRAMES_PER_UPDATE (gVIsPerFrame > 0 ? gVIsPerFrame : 1)
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#define AUDIO_FRAMES_PER_UPDATE 2
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std::unique_lock<std::mutex> Lock(audio.mutex);
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int samples_left = AudioPlayerBuffered();
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@ -183,7 +190,7 @@ void GameEngine::HandleAudioThread() {
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countermin++;
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}
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for (int i = 0; i < 2; i++) {
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for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
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AudioThread_CreateNextAudioBuffer(audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS),
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num_audio_samples);
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}
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