dolphin/Source/Core/AudioCommon/Src
John Peterson 5c04af50a4 Attempt to calculate actual refresh rate (i.e. a CPU-GPU synced Mhz), no real success. Anybody have any ideas?
Is there no indication from the game when the screen refresh should occur? No, not what I could find, we currently calculate the refresh rate and m_VBeamPos from the CPU ticks progress. That works perfectly if the CPU and GPU is perfectly synced as in the single core and no-idle skipping mode. So I guess it's possible that the game doesn't indicate when the screen should be refreshed, but rather that the hardware calculate that from the CPU ticks progress. That leaves us with a problem in the dual core and idle skipping modes to calculate a CPU-GPU synced CPU ticks progress.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3447 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-15 04:30:02 +00:00
..
aldlist.cpp
aldlist.h
AOSoundStream.cpp
AOSoundStream.h
AudioCommon.cpp
AudioCommon.h
AudioCommonConfig.cpp Fix for tatsunoko vs capcom and those wii games getting corrupted memory error 2009-06-12 15:47:41 +00:00
AudioCommonConfig.h
DSoundStream.cpp
DSoundStream.h
Mixer.cpp Attempt to calculate actual refresh rate (i.e. a CPU-GPU synced Mhz), no real success. Anybody have any ideas? 2009-06-15 04:30:02 +00:00
Mixer.h a NEED DEBUG version of openal sound system, nakee, try to FIX it! :) 2009-06-12 14:40:50 +00:00
NullSoundStream.h a NEED DEBUG version of openal sound system, nakee, try to FIX it! :) 2009-06-12 14:40:50 +00:00
OpenALStream.cpp a NEED DEBUG version of openal sound system, nakee, try to FIX it! :) 2009-06-12 14:40:50 +00:00
OpenALStream.h
SConscript
SoundStream.h
WaveFile.cpp
WaveFile.h