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Sound System Rework: Phase 2
. Performance boost (Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe) . Both 32KHz & 48KHz sound can be handled properly now (But up-sampling is still not implemented, and I don't think any game requires it.) . Strategy adjustment When your PC is *NOT* capable to run the game at 100%: >> DSound Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency) >> OpenAL Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up) . Changed default frame limit to: Auto (Somehow this can dramatically decrease the chance of wiimote desync in game NSMB) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -22,10 +22,10 @@
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#include "Mixer.h"
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class NullMixer : public CMixer {
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public:
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virtual int Mix(short *sample, int numSamples) {return 0;}
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virtual void PushSamples(short* samples, int num_stereo_samples,
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int core_sample_rate) {}
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virtual unsigned int Mix(short *samples, unsigned int numSamples) { return 0; }
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virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate) {}
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};
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class NullSound : public SoundStream
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@ -35,7 +35,6 @@ public:
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{
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delete m_mixer;
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m_mixer = new NullMixer();
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}
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virtual ~NullSound() {}
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@ -47,7 +46,7 @@ public:
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virtual bool Start() { return true; }
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virtual void Update() {
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m_mixer->Mix(NULL, 256 >> 2);
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//m_mixer->Mix(NULL, 256 >> 2);
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//(*callback)(NULL, 256 >> 2, 16, sampleRate, 2);
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}
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};
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