mirror of
https://github.com/italicsjenga/agb.git
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Manually handle frameskipping for better audio on non multiple of 60hz screens (#613)
* We want to always use animation frames as our time to call the main
loop because otherwise the timing is inconsistent leading to very bad
audio.
* We don't want to call the main loop every frame otherwise > 60hz
screens will play too fast.
* We can't emscripten's frameskipping becuase it only allows for
integers whereas screeens come in many other framerates such as 75hz,
90hz, 144hz, etc.
* Therefore we manually manage frameskipping by ~~ab~~using pause and
resume game which internally just enable and disable the emscripten's
calling of the main loop. (see
27dede256b/src/platform/wasm/main.c (L183)
).
* We could modify the code to let us call the main loop ourselves and
take full control over this, but for now this is okay.
This commit is contained in:
commit
9b36ae62e0
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@ -5,10 +5,10 @@ import {
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useRef,
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useState,
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} from "react";
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import mGBA from "./vendor/mgba";
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import mGBA, { mGBAEmulator } from "./vendor/mgba";
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import { GbaKey, KeyBindings } from "./bindings";
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import { styled } from "styled-components";
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import { useSmoothedFramerate } from "./useSmoothedFramerate.hook";
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import { useFrameSkip } from "./useFrameSkip.hook";
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type Module = any;
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@ -41,18 +41,10 @@ export interface MgbaHandle {
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buttonRelease: (key: GbaKey) => void;
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}
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const whichFrameSkip = (frameRate: number): number | undefined => {
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if ((frameRate + 5) % 60 <= 10) {
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// framerate close to multiple of 60
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// use frameskip
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return Math.round(frameRate / 60);
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}
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};
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export const Mgba = forwardRef<MgbaHandle, MgbaProps>(
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({ gameUrl, volume, controls, paused }, ref) => {
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const canvas = useRef(null);
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const mgbaModule = useRef<Module>({});
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const mgbaModule = useRef<Module>({} as mGBAEmulator);
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const [state, setState] = useState(MgbaState.Uninitialised);
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const [gameLoaded, setGameLoaded] = useState(false);
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@ -101,23 +93,7 @@ export const Mgba = forwardRef<MgbaHandle, MgbaProps>(
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};
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}, [state]);
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const frameRate = useSmoothedFramerate();
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const frameSkipToUse = whichFrameSkip(frameRate);
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useEffect(() => {
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if (!gameLoaded) return;
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if (frameSkipToUse) {
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// framerate close to multiple of 60
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// use frameskip
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console.log("Using frameskip");
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mgbaModule.current.setMainLoopTiming(1, frameSkipToUse);
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} else {
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// frame rate not close to multiple of 60, use timeout
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console.log("Using timeout");
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mgbaModule.current.setMainLoopTiming(0, 1000 / 59.727500569606);
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}
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}, [frameSkipToUse, gameLoaded]);
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useFrameSkip(mgbaModule);
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useEffect(() => {
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if (!gameLoaded) return;
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54
website/app/src/useFrameSkip.hook.ts
Normal file
54
website/app/src/useFrameSkip.hook.ts
Normal file
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@ -0,0 +1,54 @@
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import { MutableRefObject, useEffect } from "react";
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import { mGBAEmulator } from "./vendor/mgba";
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export const useFrameSkip = (mgbaModule: MutableRefObject<mGBAEmulator>) => {
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useEffect(() => {
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let previous: number | undefined = undefined;
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let stopped = false;
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let smoothedFrameTime = 60;
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let totalTime = 0;
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let paused = false;
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const raf = (time: DOMHighResTimeStamp) => {
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if (previous) {
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const delta = time - previous;
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console.log(delta);
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smoothedFrameTime = (smoothedFrameTime * 3 + delta) / 4;
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const smoothedFrameRate = Math.round(1 / (smoothedFrameTime / 1000));
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totalTime += 1 / smoothedFrameRate;
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if (totalTime >= 1 / 60) {
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totalTime -= 1 / 60;
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if (paused) {
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mgbaModule.current.resumeGame();
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paused = false;
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}
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} else {
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if (!paused) {
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mgbaModule.current.pauseGame();
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paused = true;
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}
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}
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}
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previous = time;
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if (!stopped) {
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window.requestAnimationFrame(raf);
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}
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}
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window.requestAnimationFrame(raf);
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return () => { stopped = true; }
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}, [mgbaModule]);
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}
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@ -1,35 +0,0 @@
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import { useEffect, useState } from "react";
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export const useSmoothedFramerate = (): number => {
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const [smoothedFrameTime, setSmoothedFrameTime] = useState(60);
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useEffect(() => {
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let previous: number | undefined = undefined;
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let stopped = false;
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const raf = (time: DOMHighResTimeStamp) => {
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if (previous) {
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let delta = time - previous;
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setSmoothedFrameTime((time) => (time * 3 + delta) / 4);
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}
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previous = time;
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if (!stopped) {
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window.requestAnimationFrame(raf);
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}
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}
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window.requestAnimationFrame(raf);
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return () => { stopped = true; }
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}, []);
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return Math.round(1 / (smoothedFrameTime / 1000));
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}
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