dolphin/Source/Core/AudioCommon/Src/Mixer.h
mylek4 67f850dd37 DSPHLE: Added an option for 48khz output and supporting upsampling code.
Games that have higher frequency sounds and music should sound a bit better using 48k. 

I don't have any games that use DTKMusic so that upsampling code untested. If you get strange sounds only at 48k try toggling dtk music to see if that isolates the problem and let me know.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6383 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-11-12 03:39:07 +00:00

89 lines
2.4 KiB
C++

// Copyright (C) 2003 Dolphin 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.
// 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 SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _MIXER_H_
#define _MIXER_H_
// 16 bit Stereo
#define MAX_SAMPLES (1024 * 8)
#define INDEX_MASK (MAX_SAMPLES * 2 - 1)
#define RESERVED_SAMPLES (256)
class CMixer {
public:
CMixer(unsigned int AISampleRate = 48000, unsigned int DACSampleRate = 48000, unsigned int BackendSampleRate = 32000)
: m_aiSampleRate(AISampleRate)
, m_dacSampleRate(DACSampleRate)
, m_bits(16)
, m_channels(2)
, m_HLEready(false)
, m_numSamples(0)
, m_indexW(0)
, m_indexR(0)
, m_AIplaying(true)
{
// AyuanX: The internal (Core & DSP) sample rate is fixed at 32KHz
// So when AI/DAC sample rate differs than 32KHz, we have to do re-sampling
m_sampleRate = BackendSampleRate;
INFO_LOG(AUDIO_INTERFACE, "Mixer is initialized (AISampleRate:%i, DACSampleRate:%i)", AISampleRate, DACSampleRate);
}
virtual ~CMixer() {}
// Called from audio threads
virtual unsigned int Mix(short* samples, unsigned int numSamples);
virtual void Premix(short *samples, unsigned int numSamples) {}
unsigned int GetNumSamples();
// Called from main thread
virtual void PushSamples(short* samples, unsigned int num_samples);
unsigned int GetSampleRate() {return m_sampleRate;}
void SetThrottle(bool use) { m_throttle = use;}
void SetDTKMusic(bool use) { m_EnableDTKMusic = use;}
// TODO: do we need this
bool IsHLEReady() { return m_HLEready;}
void SetHLEReady(bool ready) { m_HLEready = ready;}
// ---------------------
protected:
unsigned int m_sampleRate;
unsigned int m_aiSampleRate;
unsigned int m_dacSampleRate;
int m_bits;
int m_channels;
bool m_HLEready;
bool m_EnableDTKMusic;
bool m_throttle;
short m_buffer[MAX_SAMPLES * 2];
volatile u32 m_numSamples;
u32 m_indexW;
u32 m_indexR;
bool m_AIplaying;
private:
};
#endif // _MIXER_H_