ayuanx 9eea60ca69 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
2009-12-23 15:34:14 +00:00

18 lines
368 B
C++

#ifndef HLEMIXER_H
#define HLEMIXER_H
#include "AudioCommon.h"
#include "Mixer.h"
class HLEMixer : public CMixer
{
public:
HLEMixer(unsigned int AISampleRate = 48000, unsigned int DSPSampleRate = 48000)
: CMixer(AISampleRate, DSPSampleRate) {};
virtual void Premix(short *samples, unsigned int numSamples, unsigned int sampleRate);
};
#endif // HLEMIXER_H