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Merge branch 'new-ax-hle'
GC and Wii games using the AX UCode should now work almost perfectly with DSP HLE. If you get any issue, make sure the "DSP on dedicated thread" option is disabled, and try setting framelimit to "Audio". As a side effect, DSP HLE should not desync anymore (making it usable in netplay and TAS) with AX games. Conflicts: Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
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@ -508,7 +508,7 @@ void CConfigMain::InitializeGUITooltips()
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InterfaceLang->SetToolTip(_("Change the language of the user interface.\nRequires restart."));
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// Audio tooltips
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DSPThread->SetToolTip(_("Run DSP LLE on a dedicated thread (not recommended)."));
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DSPThread->SetToolTip(_("Run DSP HLE and LLE on a dedicated thread (not recommended: might cause audio glitches with HLE and freezes with LLE)."));
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BackendSelection->SetToolTip(_("Changing this will have no effect while the emulator is running!"));
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// Gamecube - Devices
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@ -651,7 +651,7 @@ void CConfigMain::CreateGUIControls()
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// Audio page
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DSPEngine = new wxRadioBox(AudioPage, ID_DSPENGINE, _("DSP Emulator Engine"),
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wxDefaultPosition, wxDefaultSize, arrayStringFor_DSPEngine, 0, wxRA_SPECIFY_ROWS);
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DSPThread = new wxCheckBox(AudioPage, ID_DSPTHREAD, _("DSP LLE on Thread"));
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DSPThread = new wxCheckBox(AudioPage, ID_DSPTHREAD, _("DSP on Dedicated Thread"));
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DumpAudio = new wxCheckBox(AudioPage, ID_DUMP_AUDIO, _("Dump Audio"),
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wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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DPL2Decoder = new wxCheckBox(AudioPage, ID_DPL2DECODER, _("Dolby Pro Logic II decoder"));
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