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https://github.com/dolphin-emu/dolphin.git
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9eea60ca69
. 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
18 lines
368 B
C++
18 lines
368 B
C++
#ifndef HLEMIXER_H
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#define HLEMIXER_H
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#include "AudioCommon.h"
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#include "Mixer.h"
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class HLEMixer : public CMixer
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{
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public:
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HLEMixer(unsigned int AISampleRate = 48000, unsigned int DSPSampleRate = 48000)
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: CMixer(AISampleRate, DSPSampleRate) {};
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virtual void Premix(short *samples, unsigned int numSamples, unsigned int sampleRate);
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};
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#endif // HLEMIXER_H
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