BizHawk/BizHawk.Emulation/Sound/Utilities
goyuken e6058e6bd8 break some stuff. FDS can eject and insert disk sides now 2012-10-26 18:51:08 +00:00
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BufferedAsync.cs add comment to BufferedAsync explaining its value 2012-09-08 16:02:14 +00:00
DCFilter.cs break some stuff. FDS can eject and insert disk sides now 2012-10-26 18:51:08 +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 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
Waves.cs PCE: improve noise channel 2011-01-31 07:19:38 +00:00