audio thread doesn't run when loading a level

uses code lifted straight from the original decomp since that deals with multithreading
This commit is contained in:
KingOfSpadesJFK 2024-04-12 00:28:53 -07:00
parent ed5c01021e
commit ccd5d288eb
3 changed files with 39 additions and 11 deletions

View File

@ -770,6 +770,12 @@ struct SPTask *create_next_audio_frame_task(void) {
void create_next_audio_buffer(s16 *samples, u32 num_samples) {
gAudioFrameCount++;
// From sm64 decomp since that also uses a separate thread for audio
if (gAudioLoadLock != AUDIO_LOCK_NOT_LOADING) {
printf("Audio Thread: Lost 1 Frame.\n");
return;
}
if (sGameLoopTicked != 0) {
update_game_sound();
sGameLoopTicked = 0;

View File

@ -970,7 +970,7 @@ void reclaim_notes(void) {
for (i = 0; i < gMaxSimultaneousNotes; i++) {
note = &gNotes[i];
if (note->parentLayer && note->parentLayer != NO_LAYER) {
if (note->parentLayer != NO_LAYER) {
cond = FALSE;
if (!note->parentLayer->enabled && note->priority >= NOTE_PRIORITY_MIN) {
cond = TRUE;

View File

@ -61,12 +61,14 @@ static struct AudioAPI *audio_api;
static struct GfxWindowManagerAPI *wm_api;
static struct GfxRenderingAPI *rendering_api;
#define AUDIO_SEMAPHORE_VALUE 0
pthread_t audio_thread_id;
pthread_mutex_t audio_mutex = PTHREAD_MUTEX_INITIALIZER;
bool audio_thread_running = false;
sem_t audio_sem;
pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER;
pthread_mutex_t game_mutex = PTHREAD_MUTEX_INITIALIZER;
bool game_loop_iterating = false;
sem_t game_sem;
extern void gfx_run(Gfx *commands);
extern void thread5_game_loop(void *arg);
@ -97,31 +99,47 @@ void send_display_list(struct SPTask *spTask) {
#define SAMPLES_LOW 528
#endif
void lock_game_loop(bool unlock) {
pthread_mutex_lock(&game_mutex);
game_loop_iterating = unlock;
pthread_mutex_unlock(&game_mutex);
}
bool game_loop_locked() {
pthread_mutex_lock(&game_mutex);
bool locked = game_loop_iterating;
pthread_mutex_unlock(&game_mutex);
return locked;
}
void produce_one_frame(void) {
gfx_start_frame();
sem_wait(&audio_sem);
game_loop_one_iteration();
sem_post(&game_sem);
thread6_rumble_loop(NULL);
gfx_end_frame();
}
// Seperate the audio thread from the main thread so that your ears won't bleed at a low framerate
// FIXME: Low but comman chance of a segfault when teleporting to a new level
// After implementing mutexes and semaphores, idk how common it is now since it's hard to reproduce
// BUG: Race condition when the game logic runs faster than its intended speed.
// This won't happen in normal gameplay at all unless you were to uncap the framerate, which you can only do by modifying the source code.
void* audio_thread() {
const double frametime_micro = 16666.666; // 16.666666 ms = 60Hz; run this thread 60 times a second like the original game
struct timespec start_time;
struct timespec end_time;
sem_wait(&game_sem);
while(1) {
// Check if the audio thread should be stopped
pthread_mutex_lock(&mutex);
pthread_mutex_lock(&audio_mutex);
if (!audio_thread_running) {
pthread_mutex_unlock(&mutex);
pthread_mutex_unlock(&audio_mutex);
break;
}
pthread_mutex_unlock(&mutex);
pthread_mutex_unlock(&audio_mutex);
clock_gettime(CLOCK_THREAD_CPUTIME_ID, &start_time);
const f32 master_mod = (f32)configMasterVolume / 127.0f;
@ -156,15 +174,15 @@ void* audio_thread() {
void audio_thread_init() {
audio_thread_running = true;
sem_init(&audio_sem, 0, AUDIO_SEMAPHORE_VALUE);
sem_init(&audio_sem, 0, 1);
pthread_create(&audio_thread_id, NULL, audio_thread, NULL);
}
void audio_shutdown(void) {
// Tell the audio thread to stop
pthread_mutex_lock(&mutex);
pthread_mutex_lock(&audio_mutex);
audio_thread_running = false;
pthread_mutex_unlock(&mutex);
pthread_mutex_unlock(&audio_mutex);
sem_wait(&audio_sem); // Wait for the audio thread to finish rendering audio, then destroy it all
pthread_join(audio_thread_id, NULL);
sem_destroy(&audio_sem);
@ -183,6 +201,7 @@ void game_deinit(void) {
controller_shutdown();
audio_shutdown();
gfx_shutdown();
sem_destroy(&game_sem);
inited = false;
}
@ -313,7 +332,10 @@ void main_func(void) {
emscripten_set_main_loop(em_main_loop, 0, 0);
request_anim_frame(on_anim_frame);
#else
// initialize multithreading
sem_init(&game_sem, 0, 0);
audio_thread_init();
while (true) {
wm_api->main_loop(produce_one_frame);
#ifdef DISCORDRPC