Audio: Correct buffer release for host timing.
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@ -66,6 +66,15 @@ s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
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return ns.count();
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}
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s64 Stream::GetBufferReleaseNSHostTiming(const Buffer& buffer) const {
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const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
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/// DSP signals before playing the last sample, in HLE we emulate this in this way
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s64 base_samples = std::max<s64>(static_cast<s64>(num_samples) - 1, 0);
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const auto ns =
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std::chrono::nanoseconds((static_cast<u64>(base_samples) * 1000000000ULL) / sample_rate);
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return ns.count();
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}
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static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
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const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)};
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@ -105,8 +114,12 @@ void Stream::PlayNextBuffer() {
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sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
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if (core_timing.IsHostTiming()) {
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core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {});
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} else {
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core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
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}
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}
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void Stream::ReleaseActiveBuffer() {
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ASSERT(active_buffer);
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@ -98,6 +98,9 @@ private:
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/// Gets the number of core cycles when the specified buffer will be released
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s64 GetBufferReleaseNS(const Buffer& buffer) const;
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/// Gets the number of core cycles when the specified buffer will be released
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s64 GetBufferReleaseNSHostTiming(const Buffer& buffer) const;
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u32 sample_rate; ///< Sample rate of the stream
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Format format; ///< Format of the stream
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float game_volume = 1.0f; ///< The volume the game currently has set
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@ -72,6 +72,11 @@ public:
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this->is_multicore = is_multicore;
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}
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/// Check if it's using host timing.
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bool IsHostTiming() const {
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return is_multicore;
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}
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/// Pauses/Unpauses the execution of the timer thread.
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void Pause(bool is_paused);
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