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Audio DMA is immediate (inaccurate) #188

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clbr opened this issue Jan 11, 2021 · 2 comments
Open

Audio DMA is immediate (inaccurate) #188

clbr opened this issue Jan 11, 2021 · 2 comments

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@clbr
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clbr commented Jan 11, 2021

Same as the RSP DMA, the audio DMA is also instant. Not how the hw works, this hides bugs.

High chance this applies to all other forms of DMA too.

@loganmc10
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loganmc10 commented Jun 13, 2021

On mupen64plus, I don't know of any issues from an immediate RSP DMA. However, on the AI, BOSS games (World Driver Championship for instance) did not play audio right when we DMAed everything at the beginning.

Mupen64plus doesn't emulate cpu cycles like cen64, so we got around it by DMAing a portion everytime the game reads AI_LEN_REG

@clbr
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clbr commented Jun 14, 2021

Immediate DMA mainly affects new code; correctly written code with the full buffer prepared in advance won't be affected. It sounds like WRC generates audio just-in-time ahead of the DMA.

Say you're writing new RSP code. Because of the immediate DMA, you miss a required wait somewhere -> the program works on emulators and fails on real hw.

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