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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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@ -147,7 +147,7 @@ void CUCode_Zelda::HandleMail_LightVersion(u32 _uMail)
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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// soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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}
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@ -216,7 +216,7 @@ void CUCode_Zelda::HandleMail_SMSVersion(u32 _uMail)
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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// soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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}
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@ -339,7 +339,7 @@ void CUCode_Zelda::HandleMail_NormalVersion(u32 _uMail)
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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// soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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}
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