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2020-09-25audio_core: Resolve sign conversion warningsLioncash
While were at it, we can also enable sign conversion warnings and other common warnings as errors to prevent these from creeping back into the codebase.
2020-09-25effect_context: Make use of explicit where applicableLioncash
While we're at it we can make the destructor of the base class virtual to ensure that any polymorphism issues never occur.
2020-09-17audio_core/command_generator: Use const references where applicableLioncash
In a lot of cases, we can make use of const references rather than non-const references. While we're in the area we can silence some truncation and sign conversion warnings.
2020-09-17audio_core/command_generator: Avoid an unnecessary copy in ↵Lioncash
GenerateFinalMixCommand()
2020-09-11Merge pull request #4310 from ogniK5377/apollo-1-prodbunnei
audio_core: Apollo Part 1, AudioRenderer refactor
2020-08-17Preliminary effectsDavid Marcec
2020-08-14Disable biquad filterDavid Marcec
2020-08-14Reworked ADPCM decoder to allow better streamingDavid Marcec
2020-08-13General: Tidy up clang-format warnings part 2Lioncash
2020-08-01mix buffer depoppingDavid Marcec
2020-07-30adpcm streamingDavid Marcec
2020-07-27core_timing: Make use of uintptr_t to represent user_dataLioncash
Makes the interface future-proofed for supporting other platforms in the event we ever support platforms with differing pointer sizes. This way, we have a type in place that is always guaranteed to be able to represent a pointer exactly.
2020-07-25Fix perf regressionDavid Marcec
2020-07-25Fix stream channel count when outputting to stereoDavid Marcec
2020-07-25Address issuesDavid Marcec
2020-07-25Queue extra mix bufferDavid Marcec
2020-07-25Disable time stretcher for time beingDavid Marcec
2020-07-25audio_core: Apollo Part 1, AudioRenderer refactorDavid Marcec
2020-07-15core_timing: Make TimedCallback take std::chrono::nanosecondsLioncash
Enforces our desired time units directly with a concrete type.
2020-07-15core_timing: Make use of std::chrono with ScheduleEventLioncash
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-01Don't handle cycles late if stretcher is activeDavid Marcec
Timestretcher seems to be broken
2020-07-01audio: Improving audio timing for multicore/single coreDavid Marcec
Fixes the issue with needing the timestretcher for multicore.
2020-06-27Audio: Correct buffer release for host timing.Fernando Sahmkow
2020-06-27AudioCore: Use nanoseconds instead of cycles for buffer time.Fernando Sahmkow
2020-06-26Add a "Mute Audio" hotkeyKewlan
2020-06-13audren: Implement RendererInfoDavid Marcec
Fixes ZLA softlock
2020-05-11fix logic error & scale sample volume based on voice volumeDavid Marcec
2020-05-11pass by const ref insteadDavid Marcec
2020-05-11audio_renderer: Better voice mixing and 6 channel downmixingDavid Marcec
Supersedes #3738 and #3321
2020-04-20audio_renderer: Preliminary BehaviorInfo (#3736)David
* audio_renderer: Preliminary BehaviorInfo * clang format * Fixed IsRevisionSupported * fixed IsValidRevision * Fixed logic error & spelling errors & crash * Addressed issues
2020-04-17core: memory: Move to Core::Memory namespace.bunnei
- helpful to disambiguate Kernel::Memory namespace.
2020-03-23audio_core: Accept Audren REV8FearlessTobi
According to Ryujinx, REV8 only added changes on Performance buffer and Wavebuffer DSP command generation. As we don't support any of those, we can just increment the revision number for now.
2020-03-08cubeb_sink: Don't discard other channels when performing downmixingFearlessTobi
Previously, when performing downmixing, we would discard all channels except the left and right one. This implementation respects them when mixing down to Stereo. It is taken from this document: http://www.atsc.org/wp-content/uploads/2015/03/A52-201212-17.pdf. Fixes Luigis Mansion 3 cutscene and Bayonetta audio.
2020-02-22audio_core: interpolate: Improvements to fix audio crackling.bunnei
- Fixes audio crackling in Crash Team Racing Nitro-Fueled, Super Mario Odyssey, and others. - Addresses followup issues from #3310.
2020-02-22audio_core: interpolate: Fix include for climits (Linux build break).bunnei
2020-01-24audio_core: Switch to a faster interpolation techniqueFearlessTobi
2019-11-26core/memory: Migrate over Read{8, 16, 32, 64, Block} to the Memory classLioncash
With all of the trivial parts of the memory interface moved over, we can get right into moving over the bits that are used. Note that this does require the use of GetInstance from the global system instance to be used within hle_ipc.cpp and the gdbstub. This is fine for the time being, as they both already rely on the global system instance in other functions. These will be removed in a change directed at both of these respectively. For now, it's sufficient, as it still accomplishes the goal of de-globalizing the memory code.
2019-11-26core: Prepare various classes for memory read/write migrationLioncash
Amends a few interfaces to be able to handle the migration over to the new Memory class by passing the class by reference as a function parameter where necessary. Notably, within the filesystem services, this eliminates two ReadBlock() calls by using the helper functions of HLERequestContext to do that for us.
2019-11-26core_timing: Use better reference tracking for EventType. (#3159)bunnei
* core_timing: Use better reference tracking for EventType. - Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects. - Removes need for unique names - we won't be using this for save states anyways.
2019-11-24kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for ↵bunnei
kernel objects. (#3154) * kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. - See https://github.com/citra-emu/citra/pull/4710 for details.
2019-09-21Used revision 5 instead of 7, marked constexpr as staticDavid Marcec
2019-09-20Added frame_count for REV7 audio rendererDavid Marcec
Added framecount
2019-07-13Clang formatDavid Marcec
2019-07-13Addressed issuesDavid Marcec
2019-07-13"AudioRenderer" thread should have a unique nameDavid Marcec
Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
2019-07-08addressed issueDavid Marcec
2019-07-01audren: Only manage wave buffers with a sizeDavid Marcec
We shouldn't be incrementing if wave buffers are empty. They are considered invalid/unused wave buffers. This fixes the issue of certain sounds looping when they shouldn't
2019-06-30Merge pull request #2583 from FernandoS27/core-timing-safebunnei
Core_Timing: Make core_timing threadsafe by default.
2019-06-16Core_Timing: Make core_timing threadsafe by default.Fernando Sahmkow
The old implementation had faulty Threadsafe methods where events could be missing. This implementation unifies unsafe/safe methods and makes core timing thread safe overall.