audiospec fix

This commit is contained in:
Sonic Dreamcaster
2024-11-12 13:21:26 -03:00
parent c238f8a493
commit 5ed3bb86d3
10 changed files with 213 additions and 151 deletions
+8 -1
View File
@@ -123,6 +123,11 @@ void GameEngine::StartFrame() const{
this->context->GetWindow()->StartFrame();
}
#define SAMPLES_HIGH 752
#define SAMPLES_LOW 720
#define NUM_AUDIO_CHANNELS 2
#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
void GameEngine::HandleAudioThread(){
while (audio.running) {
{
@@ -140,10 +145,12 @@ void GameEngine::HandleAudioThread(){
std::unique_lock<std::mutex> Lock(audio.mutex);
int samples_left = AudioPlayerBuffered();
u32 num_audio_samples = samples_left < AudioPlayerGetDesiredBuffered() ? SAMPLES_HIGH : SAMPLES_LOW;
s16 audio_buffer[SAMPLES_PER_FRAME];
s16 audio_buffer[SAMPLES_PER_FRAME] = {0};
for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
AudioThread_CreateNextAudioBuffer(audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS), num_audio_samples);
}
AudioPlayerPlayFrame((u8 *) audio_buffer, num_audio_samples * (sizeof(int16_t) * NUM_AUDIO_CHANNELS * AUDIO_FRAMES_PER_UPDATE));
audio.processing = false;
audio.cv_from_thread.notify_one();