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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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@ -20,23 +20,14 @@
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#include "DSPHandler.h"
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#include "HLEMixer.h"
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void HLEMixer::MixUCode(short *samples, int numSamples) {
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// if this was called directly from the HLE, and not by timeout
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if (g_Config.m_EnableHLEAudio && IsHLEReady()) {
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void HLEMixer::Premix(short *samples, unsigned int numSamples, unsigned int sampleRate)
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{
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// if this was called directly from the HLE
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if (g_Config.m_EnableHLEAudio && IsHLEReady())
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{
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IUCode *pUCode = CDSPHandler::GetInstance().GetUCode();
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if (pUCode && samples)
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pUCode->MixAdd(samples, numSamples);
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}
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}
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void HLEMixer::Premix(short *samples, int numSamples) {
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// first get the DTK Music
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// if (g_Config.m_EnableDTKMusic) {
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// g_dspInitialize.pGetAudioStreaming(samples, numSamples);
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// }
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MixUCode(samples, numSamples);
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}
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