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path: root/Source/Core/AudioCommon/Src
AgeCommit message (Collapse)Author
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre
2013-12-11Minor const-correctness for some functions in FifoPlayer and some ↵Lioncash
AudioCommon headers.
2013-11-07Re-plumb window handle to the dsound backend.Shawn Hoffman
Reverts parts of commit 71c01d83ab614b9e0c421d03ca694713dbabff48. Fixes issue 6800
2013-11-03Run code through the advanced tool 'sed' to remove trailing whitespace.comex
2013-11-03Run code through clang-modernize -loop-convert to create range-based for ↵comex
loops, and manually fix some stuff up.
2013-10-26Update to VS2013 and a slew of build-related updates. Notes:Shawn Hoffman
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage. * D3DX11SaveTextureToFile usage is dropped and not replaced. * If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly. * If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions. * GLew updated to 1.10.0 * compiler switches added: /volatile:iso, /d2Zi+ * LTCG available via msbuild property: DolphinRelease * SDL updated to 2.0.0 * All Externals (excl. OpenAL and SDL) are built from source. * Now uses STL version of std::{mutex,condition_variable,thread} * Now uses Build as root directory for *all* intermediate files * Binary directory is populated as post-build msbuild action * .gitignore is simplified * UnitTests project is no longer compiled
2013-10-19Remove some more includes.Lioncash
2013-10-19Remove some unnecessary includes as well as simplifying exisiting ones if ↵Lioncash
possible.
2013-10-14Revert "Remove some unnecessary includes."Lioncash
Turns out this explodes on Linux. This reverts commit c4696568cc15d140cbdae460cd5e227c46845114.
2013-10-14Remove some unnecessary includes.Lioncash
2013-09-01A bunch of trivial changes to fix clang warnings.comex
2013-07-11fix AudioCommon::Mixer Buffer indicesdegasus
This fix the 1h32 audio bug which outputs static sound after 1h32. The mixer is used for 32->48kHz resampling and as output buffer for the async audio backends. So this buffer was indiced by a writing and a reading pointer and the count of samples in it. As this is redundant and the sample count isn't accurate calculateable because of the interpolation, both indices gets out of sync. So after some time (~92min), this buffer overflows and return only garbage. thx @ moosehunter + delroth for debugging on this issue. You did the most work :-)
2013-07-05Fix most ARM warningsRyan Houdek
2013-06-23Merge in JP's change to fix audio stuttering with OpenAL.Ryan Houdek
2013-06-22fixed uninitialzed audio_size variable in WaveFileWriterJordan Cristiano
2013-06-22DSBCAPS_GLOBALFOCUS allows sound to still play when the application is in ↵Jordan Cristiano
the background. Other backends do this, so why not let dsound do it too.
2013-06-22added new license header to missed audio source filesJordan Cristiano
2013-06-13Build fixJohn Peterson
2013-06-13Clarifying the OpenAL loopJohn Peterson
because it isn't as clear as it can be
2013-04-19Fix a bunch of random typos in comments and logging.lioncash
Also update the comment headers for two functions in GCMemcard.cpp.
2013-04-17New license header introduced for DiscIO, AudioCommon, InputCommon, ↵Lioncash
VideoCommon, and Common projects.
2013-04-15Update the license file text (change SVN to Git) in all projects except Core ↵lioncash
since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project. Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects. Now, the Core is literally the only project with tab/space mismatches (on a large scale).
2013-04-01Some more logging typos and clarifications. Missed these in my last commit.Lioncash
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit. A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently). Elaborations can be seen in WGL.cpp I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-03-31Fix some typos and correct some capitalizations in the log messages.Lioncash
Makes the logging look more orderly and less spammy when spitting out things.
2013-03-19Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.lioncash
Not planning to touch Core since it's the most actively changed part of the project.
2013-02-26ARM Support without GLSLRyan Houdek
2013-02-19Fixed a buffer overflow in the OpenAL buffer.skidau
2013-01-29Fix the majority of the compiler warnings unearthed by the addition ofGlenn Rice
the new warning flags.
2013-01-23Revert "mem_fun -> mem_fn."Lioncash
This reverts commit b7d32b0a3d810736b2e1151d6d8b9da85ebfbcf3. OSX C++ std library in charge of holding back progress (as usual).
2013-01-23mem_fun -> mem_fn.Lioncash
mem_fun is deprecated in C++11. Also it does everything mem_fun can do, but more conveniently.
2013-01-18Fully fix that clear bug in aldlist.cpp. Seems I missed part. Corrected it.Lioncash
2013-01-16Move DSP settings to dolphin.iniRachel Bryk
2013-01-15Fix a clear bug in aldlist.cpp.lioncash
Properly clears itself now.
2013-01-16OSX build fixskidau
2013-01-16Added backwards compatibility with old OpenAL drivers.skidau
2013-01-15Readd the OpenAL option.skidau
The OpenAL backend requires OpenAL Soft to be installed: http://kcat.strangesoft.net/openal.html You may need to rename soft_oal.dll to OpenAL32.dll in the Dolphin folder. Windows users may also need to update their OpenAL drivers by downloading them from http://connect.creativelabs.com/openal/Downloads/oalinst.zip
2013-01-15Merge branch 'OpenAL'skidau
* OpenAL: Changed SoundTouch to use float samples, allowing SSE to be used. Made the DPL2 decoder disabled by default. Re-added the audio hack used by the Accurate VBeam emulation option. Added a latency setting to the audio settings. Removed the Sample Rate setting. It is now hardcoded to 48000hz (accurate audio timing). Skipped timestretching if the emulator is running below 10% speed to prevent buffer overflows. Removed the synchronisation between the CPU thread and the audio thread. Added code to detect and resume from buffer underruns. Disabled the ability to change the DPL2 option after the game has started. Fixed a memory leak that occurred in the DPL2 decoder. Fixed the OSX build. Build fix Added a Dolby Pro Logic II (DPL2) decoder in the OpenAL backend. DPL2 audio is decoded to 5.1. Code adapted from ffdshow. Added an option in the DSP settings to disable the DPL2 decoder in case Dolphin incorrectly detects a 5.1 audio system. Updated the OpenAL files to OpenAL Soft 1.15.1 in the Windows build. Removed the system timing hack which was activated when the Accurate VBeam option was enabled. Fixed the include directories in Audio Common for the Windows 32bit build. Fixed the include directories in Audio Common for the Windows build. Messed up the static include line Fix include paths and compiling in Linux. Externals soundtouch is 1.7.1, while Ubuntu 12.10 is 1.6.x. Externals soundtouch is compiled with integer samples, while ubuntu is compiled with float samples. Float samples is probably the more common route. If you're going to use soundtouch, you should probably use SAMPLETYPE instead of explicitly choosing short. This probably breaks the windows build since its includes aren't setup. OSX: typedef signed char BOOL OSX build fix Build fix Added audio time stretching by using the SoundTouch library. Implemented correct audio timing. OpenAL for Windows initial commit
2013-01-15Changed SoundTouch to use float samples, allowing SSE to be used.skidau
Made the DPL2 decoder disabled by default. Re-added the audio hack used by the Accurate VBeam emulation option.
2013-01-13re-enable PulseAudio backendJordan Woyak
2013-01-13Merge branch 'pulseaudio-simple'Jordan Woyak
2013-01-13Added a latency setting to the audio settings.skidau
Removed the Sample Rate setting. It is now hardcoded to 48000hz (accurate audio timing). Fixes issue 5672.
2013-01-11'count' parameter for AddStereoSamples and AddStereoSamplesBE in WaveFile ↵Lioncash
should be unsigned. Doesn't make sense to have them signed.
2013-01-11Skipped timestretching if the emulator is running below 10% speed to prevent ↵skidau
buffer overflows.
2013-01-11Removed the synchronisation between the CPU thread and the audio thread.skidau
Added code to detect and resume from buffer underruns. Disabled the ability to change the DPL2 option after the game has started. Fixed a memory leak that occurred in the DPL2 decoder. Fixed the OSX build.
2013-01-11Build fixskidau
2013-01-11Added a Dolby Pro Logic II (DPL2) decoder in the OpenAL backend. DPL2 audio ↵skidau
is decoded to 5.1. Code adapted from ffdshow. Added an option in the DSP settings to disable the DPL2 decoder in case Dolphin incorrectly detects a 5.1 audio system. Updated the OpenAL files to OpenAL Soft 1.15.1 in the Windows build. Fixes issue 3023.
2013-01-10Remove commented code. No longer supporting setting volume with PulseAudio.Jordan Woyak
2013-01-10Disable the OpenAL and Pulseaudio audio backendsPierre Bourdon
They are currently broken and cause sound issues which are not present in other backends: * OpenAL plays music 2x too fast in Zelda UCode games with HLE * Pulse backend uses a lot of CPU power and slows down emulation significantly Both backends are currently being re-implemented in separate branches of Dolphin, so this should be a temporary removal.
2013-01-09use pulseaudio "simple" apiJordan Woyak
2013-01-10Fixed the include directories in Audio Common for the Windows build.skidau