n64: remove a few minor hacks in n64.cs that were due to previous minor hacks of mine and are obselete now that the first frame problem is resolved
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@ -372,26 +372,22 @@ namespace BizHawk.Emulation.Consoles.Nintendo.N64
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VICallback m64pVICallback;
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public void FrameComplete()
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{
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if (resampler != null)
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uint s = (uint)AudGetAudioRate();
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if (s != m64pSamplingRate)
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{
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// the way i've fubared up the core, a first framecomplete callback happens in init, before everything is set up
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uint s = (uint)AudGetAudioRate();
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if (s != m64pSamplingRate)
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{
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m64pSamplingRate = s;
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resampler.ChangeRate(s, 44100, s, 44100);
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//Console.WriteLine("N64 ARate Change {0}", s);
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}
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m64pSamplingRate = s;
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resampler.ChangeRate(s, 44100, s, 44100);
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//Console.WriteLine("N64 ARate Change {0}", s);
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}
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int m64pAudioBufferSize = AudGetBufferSize();
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if (m64pAudioBuffer.Length < m64pAudioBufferSize)
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m64pAudioBuffer = new short[m64pAudioBufferSize];
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int m64pAudioBufferSize = AudGetBufferSize();
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if (m64pAudioBuffer.Length < m64pAudioBufferSize)
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m64pAudioBuffer = new short[m64pAudioBufferSize];
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if (m64pAudioBufferSize > 0)
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{
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AudReadAudioBuffer(m64pAudioBuffer);
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resampler.EnqueueSamples(m64pAudioBuffer, m64pAudioBufferSize / 2);
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}
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if (m64pAudioBufferSize > 0)
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{
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AudReadAudioBuffer(m64pAudioBuffer);
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resampler.EnqueueSamples(m64pAudioBuffer, m64pAudioBufferSize / 2);
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}
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m64pFrameComplete.Set();
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}
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@ -514,8 +510,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo.N64
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//m64pFrameComplete.WaitOne();
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m64pStartupComplete.WaitOne();
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// because of when we're doing this, we can't call this yet
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m64pSamplingRate = 32000; // (uint)AudGetAudioRate();
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m64pSamplingRate = (uint)AudGetAudioRate();
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resampler = new Sound.Utilities.SpeexResampler(6, m64pSamplingRate, 44100, m64pSamplingRate, 44100, null, null);
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//Console.WriteLine("N64 Initial ARate {0}", m64pSamplingRate);
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