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DSP: Copy audio dma samples one block at a time
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Reverts 9f8e1e2, but keeps the changes from e4e4490.

This fixes missing audio in Datel titles; see https://bugs.dolphin-emu.org/issues/12281.
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Pokechu22 committed Oct 22, 2022
1 parent 5b69c67 commit 2a83b17
Showing 1 changed file with 3 additions and 11 deletions.
14 changes: 3 additions & 11 deletions Source/Core/Core/HW/DSP.cpp
Expand Up @@ -418,7 +418,7 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
bool already_enabled = state.audio_dma.AudioDMAControl.Enable;
state.audio_dma.AudioDMAControl.Hex = val;

// Only load new values if were not already doing a DMA transfer,
// Only load new values if we're not already doing a DMA transfer,
// otherwise just let the new values be autoloaded in when the
// current transfer ends.
if (!already_enabled && state.audio_dma.AudioDMAControl.Enable)
Expand All @@ -429,10 +429,6 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
INFO_LOG_FMT(AUDIO_INTERFACE, "Audio DMA configured: {} blocks from {:#010x}",
state.audio_dma.AudioDMAControl.NumBlocks, state.audio_dma.SourceAddress);

// We make the samples ready as soon as possible
void* address = Memory::GetPointer(state.audio_dma.SourceAddress);
AudioCommon::SendAIBuffer((short*)address, state.audio_dma.AudioDMAControl.NumBlocks * 8);

// TODO: need hardware tests for the timing of this interrupt.
// Sky Crawlers crashes at boot if this is scheduled less than 87 cycles in the future.
// Other Namco games crash too, see issue 9509. For now we will just push it to 200 cycles
Expand Down Expand Up @@ -524,6 +520,8 @@ void UpdateAudioDMA()
// Read audio at g_audioDMA.current_source_address in RAM and push onto an
// external audio fifo in the emulator, to be mixed with the disc
// streaming output.
void* address = Memory::GetPointer(state.audio_dma.current_source_address);
AudioCommon::SendAIBuffer(reinterpret_cast<short*>(address), 8);

if (state.audio_dma.remaining_blocks_count != 0)
{
Expand All @@ -536,12 +534,6 @@ void UpdateAudioDMA()
state.audio_dma.current_source_address = state.audio_dma.SourceAddress;
state.audio_dma.remaining_blocks_count = state.audio_dma.AudioDMAControl.NumBlocks;

if (state.audio_dma.remaining_blocks_count != 0)
{
// We make the samples ready as soon as possible
void* address = Memory::GetPointer(state.audio_dma.SourceAddress);
AudioCommon::SendAIBuffer((short*)address, state.audio_dma.AudioDMAControl.NumBlocks * 8);
}
GenerateDSPInterrupt(DSP::INT_AID);
}
}
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