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Sound System Rework: Phase 1
. Fixed Sample Rate for DSP (Now if your CPU is capable to run game at 100%, you will get pure sound without buzz or static noise) . Fixed Sample Rate for AI (Now if your CPU is capable to run game at 100%, you will get sync'ed video and audio) . Fixed Backend list for DSPLLE . Improved Aduio DMA a bit (There might be a completely redesign in following phases) WARNING: The whole rework will take time to complete. This commit is compilable, but could be unstable. So you can try it and test it but don't take it as a release rev! git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4717 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -332,8 +332,10 @@ void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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}
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CMixer* pMixer = soundStream->GetMixer();
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if (pMixer)
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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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/*
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short samples[16] = {0}; // interleaved stereo
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if (address)
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{
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@ -346,7 +348,7 @@ void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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//if (log_ai)
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// g_wave_writer.AddStereoSamples(samples, 8);
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}
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*/
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// sample_rate is usually 32k here,
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// see Core/DSP/DSP.cpp for better information
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pMixer->PushSamples(samples, 32 / 4, sample_rate);
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