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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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@ -156,7 +156,7 @@ struct AXParamBlock
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/* 63 */ PBADPCMInfo adpcm;
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/* 83 */ PBSampleRateConverter src;
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/* 90 */ PBADPCMLoopInfo adpcm_loop_info;
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/* 93 */ u16 unknown_maybe_padding[3];
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/* 93 */ //u16 unknown_maybe_padding[3]; // Comment this out to get some speedup
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};
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struct PBLpf
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@ -201,7 +201,7 @@ struct AXParamBlockWii
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/* 95 */ PBADPCMLoopInfo adpcm_loop_info;
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/* 98 */ PBLpf lpf;
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/* 102 */ PBHpf hpf;
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/* 106 */ u16 pad[22];
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/* 106 */ //u16 pad[22]; // Comment this out to get some speedup
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};
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struct AXParamBlockWii_ // new CRC version
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@ -226,7 +226,7 @@ struct AXParamBlockWii_ // new CRC version
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/* 0x0B4 */ PBADPCMLoopInfo adpcm_loop_info;
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/* 0x0BA */ PBLpf lpf;
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/* 0x0C2 */ PBHpf hpf;
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/* 0x0CA */ u16 pad[27];
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/* 0x0CA */ //u16 pad[27]; // Comment this out to get some speedup
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/* 0x100 */
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};
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