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DSP: copy audio dma samples as early as possible #720

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merged 1 commit into from Aug 2, 2014

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booto
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@booto booto commented Aug 2, 2014

Xenoblade Chronicles has problems when samples were copied gradually rather than all-at-once.

This restores the all-at-once behaviour.

It also removes the check for num_blocks==0 at the start of the audio-dma stream (this should never happen).

@delroth
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delroth commented Aug 2, 2014

It looks like the previous implem was more accurate - any idea what's going wrong?

@booto
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booto commented Aug 2, 2014

Not sure what is causing this, but the change isn't a big deal - it just does the dma as a single chunk as soon as it is issued rather than 32bytes @ 4Hz.

The previous impl. had other issues (iirc, it could miss the first dma xfer of a stream entirely if the source/length registers got updated before it actually copied).

booto referenced this pull request Aug 2, 2014
delroth added a commit that referenced this pull request Aug 2, 2014
DSP: copy audio dma samples as early as possible
@delroth delroth merged commit 9f8e1e2 into dolphin-emu:master Aug 2, 2014
@Icekhaos
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Icekhaos commented Aug 3, 2014

Since this seems to cause issues on both sides, this could be made into a GameINI setting to start with, to avoid hack requirements.

My $0.02.

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