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Sound System Rework: Phase 2 (cont'ed)
. Fixed super fast refresh rate issue . Recovered <TAB> shortcut key for ThrottleSkipping . Removed redundant "soundstream->Update()" in DSPLLE (Thanks to LordMark) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4728 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -307,9 +307,9 @@ unsigned short DSP_WriteControlRegister(unsigned short _Value)
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{
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if (!Temp.DSPHalt && Temp.DSPInit)
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{
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unsigned int AISampleRate, DSPSampleRate;
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g_dspInitialize.pGetSampleRate(AISampleRate, DSPSampleRate);
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soundStream = AudioCommon::InitSoundStream(new HLEMixer(AISampleRate, DSPSampleRate));
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unsigned int AISampleRate, DACSampleRate;
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g_dspInitialize.pGetSampleRate(AISampleRate, DACSampleRate);
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soundStream = AudioCommon::InitSoundStream(new HLEMixer(AISampleRate, DACSampleRate));
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if(!soundStream) PanicAlert("Error starting up sound stream");
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// Mixer is initialized
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g_InitMixer = true;
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@ -334,7 +334,7 @@ void DSP_Update(int cycles)
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inside Mixer_PushSamples(), the reason that we don't disable this entire
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function when Other Audio is disabled is that then we can't turn it back on
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again once the game has started. */
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void DSP_SendAIBuffer(unsigned int address, unsigned int num_samples, unsigned int sample_rate)
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void DSP_SendAIBuffer(unsigned int address, unsigned int num_samples)
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{
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if (!soundStream)
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return;
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@ -344,9 +344,8 @@ void DSP_SendAIBuffer(unsigned int address, unsigned int num_samples, unsigned i
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if (pMixer && address)
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{
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short* samples = (short*)Memory_Get_Pointer(address);
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// sample_rate could be 32khz/48khz here,
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// see Core/DSP/DSP.cpp for better information
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pMixer->PushSamples(samples, num_samples, sample_rate);
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// Internal sample rate is always 32khz
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pMixer->PushSamples(samples, num_samples);
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// FIXME: Write the audio to a file
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//if (log_ai)
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