More attempts to improve audio in the SDL frontend
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4541efe86a
commit
6b06d07bcc
32
SDL/main.c
32
SDL/main.c
@ -94,6 +94,7 @@ static void open_menu(void)
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}
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run_gui(true);
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if (audio_playing) {
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SDL_ClearQueuedAudio(device_id);
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SDL_PauseAudioDevice(device_id, 0);
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}
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GB_set_color_correction_mode(&gb, configuration.color_correction_mode);
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@ -130,6 +131,7 @@ static void handle_events(GB_gameboy_t *gb)
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GB_set_key_state(gb, (GB_key_t) button, event.type == SDL_JOYBUTTONDOWN);
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}
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else if (button == JOYPAD_BUTTON_TURBO) {
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SDL_ClearQueuedAudio(device_id);
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turbo_down = event.type == SDL_JOYBUTTONDOWN;
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GB_set_turbo_mode(gb, turbo_down, turbo_down && rewind_down);
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}
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@ -239,7 +241,6 @@ static void handle_events(GB_gameboy_t *gb)
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paused = !paused;
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}
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break;
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case SDL_SCANCODE_M:
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if (event.key.keysym.mod & MODIFIER) {
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#ifdef __APPLE__
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@ -253,6 +254,7 @@ static void handle_events(GB_gameboy_t *gb)
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SDL_PauseAudioDevice(device_id, 1);
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}
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else if (!audio_playing) {
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SDL_ClearQueuedAudio(device_id);
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SDL_PauseAudioDevice(device_id, 0);
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}
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}
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@ -288,6 +290,7 @@ static void handle_events(GB_gameboy_t *gb)
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case SDL_KEYUP: // Fallthrough
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if (event.key.keysym.scancode == configuration.keys[8]) {
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turbo_down = event.type == SDL_KEYDOWN;
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SDL_ClearQueuedAudio(device_id);
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GB_set_turbo_mode(gb, turbo_down, turbo_down && rewind_down);
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}
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else if (event.key.keysym.scancode == configuration.keys_2[0]) {
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@ -356,11 +359,24 @@ static void debugger_interrupt(int ignore)
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}
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static void gb_audio_callback(GB_gameboy_t *gb, GB_sample_t *sample)
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{
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if ((SDL_GetQueuedAudioSize(device_id) / sizeof(GB_sample_t)) > have_aspec.freq / 12) {
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{
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if (turbo_down) {
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static unsigned skip = 0;
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skip++;
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if (skip == have_aspec.freq / 8) {
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skip = 0;
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}
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if (skip > have_aspec.freq / 16) {
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return;
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}
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}
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if (SDL_GetQueuedAudioSize(device_id) / sizeof(*sample) > have_aspec.freq / 4) {
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return;
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}
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SDL_QueueAudio(device_id, sample, sizeof(*sample));
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}
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@ -599,20 +615,14 @@ int main(int argc, char **argv)
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want_aspec.samples = 2048;
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}
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#else
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if (sdl_version >= 2006) {
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/* SDL 2.0.6 offers WASAPI support which allows for much lower audio buffer lengths which at least
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theoretically reduces lagging. */
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want_aspec.samples = 32;
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}
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else {
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if (sdl_version < 2006) {
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/* Since WASAPI audio was introduced in SDL 2.0.6, we have to lower the audio frequency
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to 44100 because otherwise we would get garbled audio output.*/
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want_aspec.freq = 44100;
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}
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#endif
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device_id = SDL_OpenAudioDevice(0, 0, &want_aspec, &have_aspec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
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device_id = SDL_OpenAudioDevice(0, 0, &want_aspec, &have_aspec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE | SDL_AUDIO_ALLOW_SAMPLES_CHANGE);
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/* Start Audio */
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SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
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