feat: reimplement audio sync
APU will now drop samples if the Audio Queue is already full, therefore creating a "sped-up" effect when the emulator runs faster than 100%
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@@ -70,12 +70,21 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
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}
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}
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fn syncToAudio(cpu: *const Arm7tdmi) void {
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const stream = cpu.bus.apu.stream;
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const min_sample_count = 0x800;
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fn syncToAudio(stream: *SDL.SDL_AudioStream, is_buffer_full: *bool) void {
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const sample_size = 2 * @sizeOf(u16);
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const max_buf_size: c_int = 0x400;
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// Busy Loop while we wait for the Audio system to catch up
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while (SDL.SDL_AudioStreamAvailable(stream) > (@sizeOf(u16) * 2) * min_sample_count) {}
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// Determine whether the APU is busy right at this moment
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var still_full: bool = SDL.SDL_AudioStreamAvailable(stream) > sample_size * if (is_buffer_full.*) max_buf_size >> 1 else max_buf_size;
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defer is_buffer_full.* = still_full; // Update APU Busy status right before exiting scope
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// If Busy is false, there's no need to sync here
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if (!still_full) return;
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while (true) {
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still_full = SDL.SDL_AudioStreamAvailable(stream) > sample_size * max_buf_size >> 1;
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if (!sync_audio or !still_full) break;
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}
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}
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pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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@@ -86,21 +95,21 @@ pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi,
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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if (sync_audio) syncToAudio(cpu);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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tracker.tick();
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}
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} else {
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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if (sync_audio) syncToAudio(cpu);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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}
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}
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}
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pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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log.info("Emulation thread w/ video sync", .{});
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var timer = Timer.start() catch unreachable;
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var timer = Timer.start() catch std.debug.panic("Failed to initialize std.timer.Timer", .{});
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var wake_time: u64 = frame_period;
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if (fps) |tracker| {
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@@ -108,13 +117,14 @@ pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, f
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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const new_wake_time = syncToVideo(&timer, wake_time);
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const new_wake_time = blockOnVideo(&timer, wake_time);
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// Spin to make up the difference of OS scheduler innacuracies
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// If we happen to also be syncing to audio, we choose to spin on
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// the amount of time needed for audio to catch up rather than
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// our expected wake-up time
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if (sync_audio) syncToAudio(cpu) else spinLoop(&timer, wake_time);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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if (!sync_audio) spinLoop(&timer, wake_time);
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wake_time = new_wake_time;
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tracker.tick();
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@@ -122,16 +132,17 @@ pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, f
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} else {
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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const new_wake_time = syncToVideo(&timer, wake_time);
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// see above comment
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if (sync_audio) syncToAudio(cpu) else spinLoop(&timer, wake_time);
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const new_wake_time = blockOnVideo(&timer, wake_time);
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// see above comment
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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if (!sync_audio) spinLoop(&timer, wake_time);
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wake_time = new_wake_time;
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}
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}
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}
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inline fn syncToVideo(timer: *Timer, wake_time: u64) u64 {
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inline fn blockOnVideo(timer: *Timer, wake_time: u64) u64 {
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// Use the OS scheduler to put the emulation thread to sleep
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const maybe_recalc_wake_time = sleep(timer, wake_time);
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@@ -149,6 +160,8 @@ pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void
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runFrame(sched, cpu);
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spinLoop(&timer, wake_time);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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// Update to the new wake time
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wake_time += frame_period;
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}
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