#include "Common/System/System.h"
#include "Core/Config.h"
#include "Core/HW/StereoResampler.h"
#include "Core/HW/GranularMixer.h"
#include "UI/AudioCommon.h"
#include "UI/BackgroundAudio.h"
#include "Core/HW/Display.h"
StereoResampler g_resampler;
GranularMixer g_granular;
void NativeMix(int16_t *outStereo, int numFrames, int sampleRateHz, void *userdata) {
if (g_Config.iAudioPlaybackMode == (int)AudioSyncMode::GRANULAR) {
float fpsEstimate, vps, actualFps;
__DisplayGetFPS(&vps, &fpsEstimate, &actualFps);
g_granular.Mix(outStereo, numFrames, sampleRateHz, fpsEstimate);
} else {
g_resampler.Mix(outStereo, numFrames, false, sampleRateHz);
}
g_BackgroundAudio.SFX().Mix(outStereo, numFrames, sampleRateHz);
}
void System_AudioGetDebugStats(char *buf, size_t bufSize) {
if (buf) {
if (g_Config.iAudioPlaybackMode == (int)AudioSyncMode::GRANULAR) {
snprintf(buf, bufSize, "(No stats available for granular yet)");
} else {
g_resampler.GetAudioDebugStats(buf, bufSize);
}
} else {
g_resampler.ResetStatCounters();
}
}
void System_AudioClear() {
g_resampler.Clear();
}
void System_AudioPushSamples(const int32_t *audio, int numSamples, float volume) {
if (audio) {
if (g_Config.iAudioPlaybackMode == (int)AudioSyncMode::GRANULAR) {
g_granular.PushSamples(audio, numSamples, volume);
} else {
g_resampler.PushSamples(audio, numSamples, volume);
}
} else {
g_resampler.Clear();
}
}