Files
ppsspp/UI/AudioCommon.cpp
T
Henrik Rydgård 3116eba395 More UI work (#21035)
* Improve a couple of on-screen buttons (menu, fastforward)

* Fix the new continue button, oops

* Add some missing translations

* Split a translation string to make portrait look better

* More GameScreen redesign

* Don't accidentally go into game-specific mode

* Fix layout issue with popupscreens, fix context menu positioning

* One more icon
2025-11-24 20:33:13 +01:00

74 lines
2.5 KiB
C++

// 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 "Common/System/System.h"
#include "Core/Config.h"
#include "Core/HW/StereoResampler.h" // TODO: doesn't belong in Core/HW...
#include "Core/HW/GranularMixer.h"
#include "UI/AudioCommon.h"
#include "UI/BackgroundAudio.h"
#include "Core/HW/Display.h"
StereoResampler g_resampler;
GranularMixer g_granular;
// numFrames is number of stereo frames.
// This is called from *outside* the emulator thread.
void NativeMix(int16_t *outStereo, int numFrames, int sampleRateHz, void *userdata) {
// Mix UI sound effects on top.
if (g_Config.iAudioPlaybackMode == (int)AudioSyncMode::GRANULAR) {
// We use the FPS estimate, because to maintain smooth audio even though our
// frame execution is very front (or back) heavy (as we can't count on "real time clock sync"
// to be enabled), we need at least one whole frame buffered, plus a bit of extra.
float fpsEstimate, vps, actualFps;
__DisplayGetFPS(&vps, &fpsEstimate, &actualFps);
g_granular.Mix(outStereo, numFrames, sampleRateHz, fpsEstimate);
} else {
g_resampler.Mix(outStereo, numFrames, false, sampleRateHz);
}
g_BackgroundAudio.SFX().Mix(outStereo, numFrames, sampleRateHz);
}
void System_AudioGetDebugStats(char *buf, size_t bufSize) {
if (buf) {
if (g_Config.iAudioPlaybackMode == (int)AudioSyncMode::GRANULAR) {
snprintf(buf, bufSize, "(No stats available for granular yet)");
} else {
g_resampler.GetAudioDebugStats(buf, bufSize);
}
} else {
g_resampler.ResetStatCounters();
}
}
void System_AudioClear() {
g_resampler.Clear();
}
void System_AudioPushSamples(const int32_t *audio, int numSamples, float volume) {
if (audio) {
if (g_Config.iAudioPlaybackMode == (int)AudioSyncMode::GRANULAR) {
g_granular.PushSamples(audio, numSamples, volume);
} else {
g_resampler.PushSamples(audio, numSamples, volume);
}
} else {
g_resampler.Clear();
}
}