Add docs to the config props which control host audio volume
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@ -245,12 +245,57 @@ namespace BizHawk.Client.Common
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// Sound options
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public ESoundOutputMethod SoundOutputMethod { get; set; } = HostCapabilityDetector.HasDirectX ? ESoundOutputMethod.DirectSound : ESoundOutputMethod.OpenAL;
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/// <value>iff <see langword="false"/>, cores may skip processing audio</value>
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/// <seealso cref="SoundEnabledNormal"/>
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/// <seealso cref="SoundEnabledRWFF"/>
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/// <seealso cref="MuteFrameAdvance"/>
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public bool SoundEnabled { get; set; } = true;
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/// <value>whether to pass audio through to the host while emulating to normal throttle</value>
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/// <remarks>separate from <see cref="SoundVolume"/> so that the config UI can "remember" the previous value</remarks>
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/// <seealso cref="SoundVolume"/>
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/// <seealso cref="SoundEnabled"/>
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/// <seealso cref="SoundEnabledRWFF"/>
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/// <seealso cref="MuteFrameAdvance"/>
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public bool SoundEnabledNormal { get; set; } = true;
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/// <value>whether to pass audio through to the host while rewinding or fast-forwarding</value>
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/// <remarks>separate from <see cref="SoundVolumeRWFF"/> so that the config UI can "remember" the previous value</remarks>
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/// <seealso cref="SoundVolumeRWFF"/>
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/// <seealso cref="SoundEnabled"/>
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/// <seealso cref="SoundEnabledNormal"/>
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/// <seealso cref="MuteFrameAdvance"/>
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public bool SoundEnabledRWFF { get; set; } = true;
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/// <value>whether to pass audio through to the host when doing a frame advance while paused</value>
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/// <remarks>
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/// sets sample amplitude multiplier to 0x iff <see langword="true"/>,
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/// otherwise the main <see cref="SoundVolume"/> has effect
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/// </remarks>
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/// <seealso cref="SoundEnabled"/>
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/// <seealso cref="SoundEnabledNormal"/>
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/// <seealso cref="SoundEnabledRWFF"/>
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public bool MuteFrameAdvance { get; set; } = true;
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public int SoundVolume { get; set; } = 100; // Range 0-100
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public int SoundVolumeRWFF { get; set; } = 50; // Range 0-100
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/// <value>
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/// volume level; interpreted as a percentage (i.e. scaled down to 0.0..1.0)
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/// and passed to the platform audio implementation, which should use it as a simple multiplier on each sample;<br>
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/// so <c>0</c> is scale each sample by 0x (mute),<c>100</c> is scale each sample by 1x (preserve full volume),
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/// <c>50</c> is scale each sample by 0.5x (≈ -3 dB), and <c>25</c> is scale each sample by 0.25x (≈ -6 dB)
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/// </value>
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/// <seealso cref="SoundVolumeRWFF"/>
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/// <seealso cref="SoundEnabledNormal"/>
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public int SoundVolume { get; set; } = 100;
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/// <value>
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/// when rewinding or fast-forwarding, the sample amplitude multiplier is <i>multiplied by this value</i>
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/// (after conversion from percentage), or in other words, <see cref="SoundVolume"/> remains in effect
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/// </value>
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/// <seealso cref="SoundVolume"/>
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/// <seealso cref="SoundEnabledRWFF"/>
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public int SoundVolumeRWFF { get; set; } = 50;
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public bool SoundThrottle { get; set; }
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public string SoundDevice { get; set; } = "";
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public int SoundBufferSizeMs { get; set; } = 100;
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