audio: Improving audio timing for multicore/single core
Fixes the issue with needing the timestretcher for multicore.
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				@ -38,7 +38,7 @@ Stream::Stream(Core::Timing::CoreTiming& core_timing, u32 sample_rate, Format fo
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      sink_stream{sink_stream}, core_timing{core_timing}, name{std::move(name_)} {
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    release_event = Core::Timing::CreateEvent(
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        name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(); });
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        name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(cycles_late); });
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}
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void Stream::Play() {
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@ -66,15 +66,6 @@ s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
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    return ns.count();
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}
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s64 Stream::GetBufferReleaseNSHostTiming(const Buffer& buffer) const {
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    const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
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    /// DSP signals before playing the last sample, in HLE we emulate this in this way
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    s64 base_samples = std::max<s64>(static_cast<s64>(num_samples) - 1, 0);
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    const auto ns =
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        std::chrono::nanoseconds((static_cast<u64>(base_samples) * 1000000000ULL) / sample_rate);
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    return ns.count();
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}
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static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
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    const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)};
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@ -89,7 +80,7 @@ static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
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    }
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}
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void Stream::PlayNextBuffer() {
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void Stream::PlayNextBuffer(s64 cycles_late) {
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    if (!IsPlaying()) {
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        // Ensure we are in playing state before playing the next buffer
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        sink_stream.Flush();
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@ -114,18 +105,14 @@ void Stream::PlayNextBuffer() {
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    sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
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    if (core_timing.IsHostTiming()) {
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        core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {});
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    } else {
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        core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
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    }
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    core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer) - cycles_late, release_event, {});
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}
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void Stream::ReleaseActiveBuffer() {
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void Stream::ReleaseActiveBuffer(s64 cycles_late) {
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    ASSERT(active_buffer);
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    released_buffers.push(std::move(active_buffer));
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    release_callback();
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    PlayNextBuffer();
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    PlayNextBuffer(cycles_late);
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}
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bool Stream::QueueBuffer(BufferPtr&& buffer) {
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@ -90,10 +90,10 @@ public:
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private:
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    /// Plays the next queued buffer in the audio stream, starting playback if necessary
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    void PlayNextBuffer();
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    void PlayNextBuffer(s64 cycles_late = 0);
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    /// Releases the actively playing buffer, signalling that it has been completed
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    void ReleaseActiveBuffer();
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    void ReleaseActiveBuffer(s64 cycles_late = 0);
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    /// Gets the number of core cycles when the specified buffer will be released
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    s64 GetBufferReleaseNS(const Buffer& buffer) const;
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