now that i've had a little more time to understand Metaspu, i see quite easily how it can be used in the place of DualSound, so do that. only actual effect of change should be how audio sounds while recording is going on. as an orphan, DualSound will likely be deleted soon.
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@ -43,7 +43,7 @@ namespace BizHawk.MultiClient
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/// <summary>
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/// an audio proxy used for dumping
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/// </summary>
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Emulation.Sound.Utilities.DualSound DumpProxy = null;
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Emulation.Sound.MetaspuSoundProvider DumpProxy = null;
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/// <summary>audio timekeeping for video dumping</summary>
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long SoundRemainder = 0;
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@ -2013,7 +2013,8 @@ namespace BizHawk.MultiClient
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SoundRemainder = nsampnum % Global.Emulator.CoreOutputComm.VsyncNum;
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short[] temp = new short[nsamp * 2];
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//Global.Emulator.SoundProvider.GetSamples(temp);
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Global.Emulator.SoundProvider.GetSamples(temp);
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DumpProxy.buffer.enqueue_samples(temp, (int)nsamp);
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DumpProxy.GetSamples(temp);
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//genSound = false;
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@ -2062,7 +2063,7 @@ namespace BizHawk.MultiClient
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{
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// change audio path if dumping is occuring
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if (DumpProxy != null)
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Global.Sound.UpdateSound(DumpProxy.secondpin);
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Global.Sound.UpdateSound(DumpProxy);
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else
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Global.Sound.UpdateSound(Global.Emulator.SoundProvider);
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}
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@ -2981,7 +2982,7 @@ namespace BizHawk.MultiClient
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}
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// buffersize here is entirely guess
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DumpProxy = new Emulation.Sound.Utilities.DualSound(Global.Emulator.SoundProvider, 8192);
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DumpProxy = new Emulation.Sound.MetaspuSoundProvider(Emulation.Sound.ESynchMethod.ESynchMethod_Z);
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SoundRemainder = 0;
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}
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