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.
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@ -457,7 +457,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
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//Sound.Utilities.IStereoResampler resampler = new Sound.Utilities.CubicResampler();
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//Sound.Utilities.IStereoResampler resampler = new Sound.Utilities.CubicResampler();
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//Sound.Utilities.IStereoResampler resampler = new Sound.Utilities.LinearResampler();
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//Sound.Utilities.IStereoResampler resampler = new Sound.Utilities.LinearResampler();
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Sound.MetaspuSoundProvider metaspu = new Sound.MetaspuSoundProvider(Sound.ESynchMethod.ESynchMethod_Z);
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Sound.MetaspuSoundProvider metaspu = new Sound.MetaspuSoundProvider(Sound.ESynchMethod.ESynchMethod_V);
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void snes_audio_sample(ushort left, ushort right)
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void snes_audio_sample(ushort left, ushort right)
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{
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{
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@ -2015,7 +2015,7 @@ namespace BizHawk.MultiClient
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short[] temp = new short[nsamp * 2];
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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.buffer.enqueue_samples(temp, (int)nsamp);
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DumpProxy.GetSamples(temp);
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//DumpProxy.GetSamples(temp);
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//genSound = false;
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//genSound = false;
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CurrAviWriter.AddFrame(Global.Emulator.VideoProvider);
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CurrAviWriter.AddFrame(Global.Emulator.VideoProvider);
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@ -2982,7 +2982,7 @@ namespace BizHawk.MultiClient
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}
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}
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// buffersize here is entirely guess
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// buffersize here is entirely guess
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DumpProxy = new Emulation.Sound.MetaspuSoundProvider(Emulation.Sound.ESynchMethod.ESynchMethod_Z);
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DumpProxy = new Emulation.Sound.MetaspuSoundProvider(Emulation.Sound.ESynchMethod.ESynchMethod_V);
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SoundRemainder = 0;
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SoundRemainder = 0;
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}
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}
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