did a bunch of listening tests with libsnes and metaspu. switched to vecna metaspu

it seems to be the most stable when the system is fast enough to maintain approximately 100% speed.

also fixed up metaspu in dumping and switched it to vecna.  i can now have clean audio while running libsnes with lua script and ffmpeg dumping.
This commit is contained in:
goyuken 2012-09-06 00:07:37 +00:00
parent 41e2e5bced
commit a85dadcf7d
2 changed files with 3 additions and 3 deletions

View File

@ -457,7 +457,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
//Sound.Utilities.IStereoResampler resampler = new Sound.Utilities.CubicResampler();
//Sound.Utilities.IStereoResampler resampler = new Sound.Utilities.LinearResampler();
Sound.MetaspuSoundProvider metaspu = new Sound.MetaspuSoundProvider(Sound.ESynchMethod.ESynchMethod_Z);
Sound.MetaspuSoundProvider metaspu = new Sound.MetaspuSoundProvider(Sound.ESynchMethod.ESynchMethod_V);
void snes_audio_sample(ushort left, ushort right)
{

View File

@ -2015,7 +2015,7 @@ namespace BizHawk.MultiClient
short[] temp = new short[nsamp * 2];
Global.Emulator.SoundProvider.GetSamples(temp);
DumpProxy.buffer.enqueue_samples(temp, (int)nsamp);
DumpProxy.GetSamples(temp);
//DumpProxy.GetSamples(temp);
//genSound = false;
CurrAviWriter.AddFrame(Global.Emulator.VideoProvider);
@ -2982,7 +2982,7 @@ namespace BizHawk.MultiClient
}
// buffersize here is entirely guess
DumpProxy = new Emulation.Sound.MetaspuSoundProvider(Emulation.Sound.ESynchMethod.ESynchMethod_Z);
DumpProxy = new Emulation.Sound.MetaspuSoundProvider(Emulation.Sound.ESynchMethod.ESynchMethod_V);
SoundRemainder = 0;
}