SachinVin
9c84721d84
audio_core/hle/source.cpp: clear config.play_position_dirty regardless of config.play_position value. ( #7349 )
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Cosmetic-ish change so we dont incorrectly log about unhandled dirty flags
2024-01-14 12:27:28 -08:00
Daniel López Guimaraes
376d33cff4
audio_core/hle: Fix compile issues ( #7024 )
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* audio_core/hle: Fix compile issues
Fix all compiling issues related with fmt (see #7015 )
* audio_core/hle: Fix clang-format
2023-09-30 23:41:25 -07:00
Steveice10
327a00b4d5
externals: Update fmt. ( #7015 )
2023-09-27 03:29:13 -07:00
SachinVin
d19fe9aa4c
audio_core\hle\shared_memory.h: Update struct member names based on FE:Fates Symbols ( #6995 )
2023-09-22 11:53:30 -07:00
bunnei
4f737c329e
android: audio_core: Remove noisy log.
2021-09-29 22:51:11 +05:30
xperia64
1aaec7938f
Initial implementation of partial_embedded_buffer_dirty handling ( #5548 )
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* Initial implementation of partial_embedded_buffer_dirty handling
* Apply suggestions from code review
Co-authored-by: Marshall Mohror <mohror64@gmail.com>
* Serialize physical address, fix LOG_TRACE
* Add bracket
* Avoid crash in partial update behavior
Co-authored-by: Marshall Mohror <mohror64@gmail.com>
2020-11-17 17:31:05 -05:00
James Rowe
a6ee1bf913
HLE Audio: Increase frame position by input buffer sample rate ( #5049 )
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* HLE Audio: Increase frame position by input buffer sample rate
Currently the frame position moves ahead by the number of samples
output, but thats a fixed number based on the 3ds native sample rate.
Instead, based on a homebrew by cyuubi and looking at the lle audio,
this sample position should be moved forward by the number of samples
from the input buffer that was read, based on the buffer's sample rate.
2020-03-28 10:39:50 -05:00
James Rowe
87facaa2e2
Prevent out of memory errors when the game passes in an improper length value
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HACK
In Luigi's Mansion Dark Moon in HLE audio, the game mysteriously passes
in an extremely large value for length, which without any checks, causes
HLE audio to allocate an extremely large buffer.
This value seemingly is caused by some other HLE audio feature is missing,
and Luigi's Mansion subtracts two values to get a length, without
checking for overflow first. This appears to be caused by an incorrect
HLE audio emulation, as its fixed entirely by only changing to LLE. As
such, further investigation is required, but in the meantime, completely
eating up our users RAM is unacceptable.
2019-12-14 18:18:59 -07:00
tgsm
a400e49338
audio_core: use nested namespaces
2019-02-17 23:41:48 -05:00
Weiyi Wang
296c458e0e
Memory: move GetPhysicalPointer and IsValidPhysicalAddress into class
2018-12-05 20:21:14 -05:00
Weiyi Wang
ec01975549
audio_core: pass in memory reference
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Because HLE::Source is initialized as an array in the member initializer, it is hard to let it accept the reference on ctor, so it has a second init stage performed by DspHle::Impl::Impl
2018-12-05 20:16:42 -05:00
RoadrunnerWMC
008ef1fd71
DSP: Add a comment about physical address masking
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See @wwylele's comment on PR 4483 for more details on what causes this behavior.
2018-12-03 12:22:11 -07:00
RoadrunnerWMC
3aff585f32
DSP: Add address mask for physical pointers to audio data buffers
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Hardware testing indicated that FFFFFFFC is the correct mask for all audio formats (mono and stereo PCM8, mono and stereo PCM16, and ADPCM). This fixes broken audio in Luigi's Mansion: Dark Moon and a few other games.
2018-12-03 01:07:55 -07:00
Weiyi Wang
7d8f115185
Prefix all size_t with std::
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done automatically by executing regex replace `([^:0-9a-zA-Z_])size_t([^0-9a-zA-Z_])` -> `$1std::size_t$2`
2018-09-06 16:03:28 -04:00
fearlessTobi
488694d01f
Replace ToBool() with static_cast()
2018-09-01 15:50:57 +02:00
wwylele
0eab948728
reformat all files with clang-format
2018-06-29 16:56:12 +03:00
wwylele
7c5a76e58b
log: replace all NGLOG with LOG
2018-06-29 14:18:07 +03:00
Daniel Lim Wee Soong
38e2b6c8d8
Undo changes to unrelated files and fix formatting
2018-03-25 00:54:40 +08:00
Daniel Lim Wee Soong
df816b5eaf
Address review comments
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* Convert %x to {:x}
* Convert {0:#010x} to {:#010x}
* Remove `? true : false` statement
* Remove `.c_str()` for strings
2018-03-24 22:25:50 +08:00
Daniel Lim Wee Soong
693b190274
audio_core: Migrate logging macros
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Follow-up of #3533
Replace prefix of all logging macros from LOG to NGLOG
2018-03-24 21:45:58 +08:00
MerryMage
ab3d53131a
audio_core: Remove global state
2018-02-03 15:15:17 +00:00
MerryMage
8a5cc14ba4
Audio/HLE/Source: Fix looped state not updating
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Bugfix for ff280800
.
2017-11-25 11:10:10 +00:00
Huw Pascoe
a13ab958cb
Fixed type conversion ambiguity
2017-09-30 09:34:35 +01:00
MerryMage
933508e2a2
interpolate: Interpolate on a frame-by-frame basis
2017-08-28 10:54:41 +01:00
Jake Merdich
ff28080091
Support looping HLE audio ( #2422 )
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* Support looping HLE audio
* DSP: Fix dirty bit clears, handle nonmonotonically incrementing IDs
* DSP: Add start offset support
2017-01-29 23:52:25 -08:00
Yuri Kunde Schlesner
84fbbe2629
Use negative priorities to avoid special-casing the self-include
2016-09-21 00:15:56 -07:00
Emmanuel Gil Peyrot
ebdae19fd2
Remove empty newlines in #include blocks.
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This makes clang-format useful on those.
Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
2016-09-21 11:15:47 +09:00
Yuri Kunde Schlesner
396a8d91a4
Manually tweak source formatting and then re-run clang-format
2016-09-18 21:14:25 -07:00
Emmanuel Gil Peyrot
dc8479928c
Sources: Run clang-format on everything.
2016-09-18 09:38:01 +09:00
Lioncash
da2400a601
source: Fix missing logging arguments
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Silences two warnings on OSX.
2016-05-09 09:41:03 -04:00
MerryMage
b242bdf945
DSP/HLE: Implement Source processing
2016-05-03 20:58:28 +01:00