BizHawk/BizHawk.Emulation/Sound/Utilities
goyuken 6b350e58c9 n64: audio stuff, but all commented out for now 2013-05-01 22:26:08 +00:00
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BlipBuffer.cs dual gameboy: sound 2012-12-29 17:11:19 +00:00
BufferedAsync.cs sound: fudge up some parameters of BufferedAsync. the most noticeable difference is that PAL NES with clock throttle no longer sounds horrible 2012-12-23 20:26:43 +00:00
DCFilter.cs dcfilter: more correct algorithm. doesn't sound any different. speed unchanged. 2012-12-09 20:02:43 +00:00
Equalizer.cs Add 3-band equalizer. Not hooked up to client for time being though. Maybe later I'll expand it to more bands and create presets. Just wanted to check it in for now. 2012-04-21 20:22:13 +00:00
Metaspu.cs sound api changes. added a new ISyncSoundProvider, which works similarly to ISoundProvider except the source (not the sink) determines the number of samples to process. Added facilities to metaspu, dcfilter, speexresampler to work with ISyncSoundProvider. Add ISyncSoundProvider to IEmulator. All IEmulators must provide sync sound, but they need not provide async sound. When async is needed and an IEmulator doesn't provide it, the frontend will wrap it in a vecna metaspu. SNES, GB changed to provide sync sound only. All other emulator cores mostly unchanged; they just provide stub fakesync alongside async, for now. For the moment, the only use of the sync sound is for realtime audio throttling, where it works and sounds quite nice. In the future, sync sound will be supported for AV dumping as well. 2012-10-11 00:44:59 +00:00
SoundMixer.cs [PCE] ADPCM playback more or less working correctly now 2011-09-05 17:45:01 +00:00
SpeexResampler.cs n64: audio stuff, but all commented out for now 2013-05-01 22:26:08 +00:00
Waves.cs PCE: improve noise channel 2011-01-31 07:19:38 +00:00