From 3a1601a5342f9d4fb661525356c97b34932bdac3 Mon Sep 17 00:00:00 2001 From: xperia64 Date: Tue, 21 Apr 2020 23:40:34 -0400 Subject: [PATCH 1/4] Change audio_frame_ticks with length explanation --- src/audio_core/hle/hle.cpp | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/src/audio_core/hle/hle.cpp b/src/audio_core/hle/hle.cpp index df52f461b..a9362de9d 100644 --- a/src/audio_core/hle/hle.cpp +++ b/src/audio_core/hle/hle.cpp @@ -47,7 +47,19 @@ void DspHle::serialize(Archive& ar, const unsigned int) { } SERIALIZE_IMPL(DspHle) -static constexpr u64 audio_frame_ticks = 1310252ull; ///< Units: ARM11 cycles +// TODO(xperia64): The value below is the "perfect" mathematical ratio +// of ARM11 cycles per audio frame. As per merry, this was calculated to be +// (ARM11 freq)*(samples per frame)/(sample rate) +// = (268,111,855.956 Hz) * (160 samples)/(32,728 Hz) +// = (1310739.946008311...) ~ 1310740 +// +// This value was originally set to 1310252, which was determined by measuring it on hardware +// However, as of when this was written, Project Mirai 1/2/DX desync on HLE +// such that the music track runs ahead of the gameplay. +// When the value is set to 1310740, all three games are playable +// The audio track only drifts ~1ms over a 4+ minute song compared to hardware +// and the button presses match as well as I can determine by playing the game/recording +static constexpr u64 audio_frame_ticks = 1310740ull; ///< Units: ARM11 cycles struct DspHle::Impl final { public: From a0e8255b656969b417e517a84e4b099727ff9d89 Mon Sep 17 00:00:00 2001 From: xperia64 Date: Sun, 26 Apr 2020 03:14:54 -0400 Subject: [PATCH 2/4] Update cycles and explanation --- src/audio_core/hle/hle.cpp | 17 ++++++----------- 1 file changed, 6 insertions(+), 11 deletions(-) diff --git a/src/audio_core/hle/hle.cpp b/src/audio_core/hle/hle.cpp index a9362de9d..23a472d04 100644 --- a/src/audio_core/hle/hle.cpp +++ b/src/audio_core/hle/hle.cpp @@ -48,18 +48,13 @@ void DspHle::serialize(Archive& ar, const unsigned int) { SERIALIZE_IMPL(DspHle) // TODO(xperia64): The value below is the "perfect" mathematical ratio -// of ARM11 cycles per audio frame. As per merry, this was calculated to be -// (ARM11 freq)*(samples per frame)/(sample rate) -// = (268,111,855.956 Hz) * (160 samples)/(32,728 Hz) -// = (1310739.946008311...) ~ 1310740 +// of ARM11 cycles per audio frame, as per merry's suggestion +// samples per frame * teaklite cycles per sample * 2 ARM11 cycles/teaklite cycle +// (160 * 4096 * 2) = (1310720) // -// This value was originally set to 1310252, which was determined by measuring it on hardware -// However, as of when this was written, Project Mirai 1/2/DX desync on HLE -// such that the music track runs ahead of the gameplay. -// When the value is set to 1310740, all three games are playable -// The audio track only drifts ~1ms over a 4+ minute song compared to hardware -// and the button presses match as well as I can determine by playing the game/recording -static constexpr u64 audio_frame_ticks = 1310740ull; ///< Units: ARM11 cycles +// As per merry, it may be useful to verify this on hardware with the more recently +// discovered "correct" ARM11 frequency of 268111856 as opposed to 268123480 +static constexpr u64 audio_frame_ticks = 160 * 4096 * 2ull; ///< Units: ARM11 cycles struct DspHle::Impl final { public: From 62e2cd62396b3ed19494e9d3ff5f4b46af9499a9 Mon Sep 17 00:00:00 2001 From: xperia64 Date: Wed, 10 Jun 2020 17:10:50 -0400 Subject: [PATCH 3/4] Use samples_per_frame instead of hardcoded 160 --- src/audio_core/hle/hle.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/audio_core/hle/hle.cpp b/src/audio_core/hle/hle.cpp index 23a472d04..dfbc8daf0 100644 --- a/src/audio_core/hle/hle.cpp +++ b/src/audio_core/hle/hle.cpp @@ -54,7 +54,7 @@ SERIALIZE_IMPL(DspHle) // // As per merry, it may be useful to verify this on hardware with the more recently // discovered "correct" ARM11 frequency of 268111856 as opposed to 268123480 -static constexpr u64 audio_frame_ticks = 160 * 4096 * 2ull; ///< Units: ARM11 cycles +static constexpr u64 audio_frame_ticks = samples_per_frame * 4096 * 2ull; ///< Units: ARM11 cycles struct DspHle::Impl final { public: From b0a20180ee40e122d5fb23e994e564f89c07c7c4 Mon Sep 17 00:00:00 2001 From: xperia64 Date: Wed, 10 Jun 2020 23:05:02 -0400 Subject: [PATCH 4/4] Update comments after hardware testing --- src/audio_core/hle/hle.cpp | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/src/audio_core/hle/hle.cpp b/src/audio_core/hle/hle.cpp index dfbc8daf0..cba17c5ca 100644 --- a/src/audio_core/hle/hle.cpp +++ b/src/audio_core/hle/hle.cpp @@ -47,13 +47,11 @@ void DspHle::serialize(Archive& ar, const unsigned int) { } SERIALIZE_IMPL(DspHle) -// TODO(xperia64): The value below is the "perfect" mathematical ratio -// of ARM11 cycles per audio frame, as per merry's suggestion -// samples per frame * teaklite cycles per sample * 2 ARM11 cycles/teaklite cycle +// The value below is the "perfect" mathematical ratio of ARM11 cycles per audio frame, samples per +// frame * teaklite cycles per sample * 2 ARM11 cycles/teaklite cycle // (160 * 4096 * 2) = (1310720) // -// As per merry, it may be useful to verify this on hardware with the more recently -// discovered "correct" ARM11 frequency of 268111856 as opposed to 268123480 +// This value has been verified against a rough hardware test with hardware and LLE static constexpr u64 audio_frame_ticks = samples_per_frame * 4096 * 2ull; ///< Units: ARM11 cycles struct DspHle::Impl final {