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https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 19:45:05 +08:00
psp: lower sound thread priority
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@@ -23,21 +23,21 @@ GNU General Public License for more details.
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#include "sound.h"
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#define PSP_NUM_AUDIO_SAMPLES 1024 // must be multiple of 64
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#define PSP_OUTPUT_CHANNELS 2
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#define PSP_OUTPUT_BUFFER_SIZE ( ( PSP_NUM_AUDIO_SAMPLES ) * ( PSP_OUTPUT_CHANNELS ) )
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#define PSP_NUM_AUDIO_SAMPLES 1024 // must be multiple of 64
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#define PSP_OUTPUT_CHANNELS 2
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#define PSP_OUTPUT_BUFFER_SIZE (( PSP_NUM_AUDIO_SAMPLES ) * ( PSP_OUTPUT_CHANNELS ))
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static struct
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{
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SceUID threadUID;
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SceUID semaUID;
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int channel;
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SceUID threadUID;
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SceUID semaUID;
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int channel;
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volatile int volL;
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volatile int volR;
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volatile int running;
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} snd_psp = { -1, -1, -1, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, 1 };
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static short snd_psp_buff[2][PSP_OUTPUT_BUFFER_SIZE] __attribute__( ( aligned( 64 ) ) );
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static short snd_psp_buff[2][PSP_OUTPUT_BUFFER_SIZE] __attribute__(( aligned( 64 )));
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/*
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==================
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@@ -112,12 +112,11 @@ qboolean SNDDMA_Init( void )
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// clearing buffers
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memset( dma.buffer, 0, dma.samples * 2 );
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memset( snd_psp_buff, 0, sizeof( snd_psp_buff ) );
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memset( snd_psp_buff, 0, sizeof( snd_psp_buff ));
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// allocate and initialize a hardware output channel
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snd_psp.channel = sceAudioChReserve( PSP_AUDIO_NEXT_CHANNEL,
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PSP_NUM_AUDIO_SAMPLES,
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PSP_AUDIO_FORMAT_STEREO );
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snd_psp.channel = sceAudioChReserve( PSP_AUDIO_NEXT_CHANNEL,
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PSP_NUM_AUDIO_SAMPLES, PSP_AUDIO_FORMAT_STEREO );
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if( snd_psp.channel < 0 )
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{
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SNDDMA_Shutdown();
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@@ -133,7 +132,7 @@ qboolean SNDDMA_Init( void )
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}
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// create audio thread
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snd_psp.threadUID = sceKernelCreateThread( "sound_thread", SNDDMA_MainThread, 0x11, 0x8000, 0, 0 );
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snd_psp.threadUID = sceKernelCreateThread( "sound_thread", SNDDMA_MainThread, 0x12, 0x8000, 0, 0 );
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if( snd_psp.threadUID < 0 )
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{
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SNDDMA_Shutdown();
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@@ -202,7 +201,7 @@ int SNDDMA_GetSoundtime( void )
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oldsamplepos = samplepos;
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return (buffers * fullsamples + samplepos / 2);
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return ( buffers * fullsamples + samplepos / 2 );
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}
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/*
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