Fix GameCube Sample Rate
The GameCube's sample rate is slightly different due to a hardware bug. The exact numbers are (54000000 / 1124) for GameCube and (54000000 / 1125) on Wii. I also modified 32KHz mode. This fixes audio desyncs in several GameCube games and severe issues in Sonic Mega Collection.
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@ -182,7 +182,10 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
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// AISFR rates below are intentionally inverted wrt yagcd
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DEBUG_LOG(AUDIO_INTERFACE, "Change AISFR to %s", tmpAICtrl.AISFR ? "48khz" : "32khz");
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m_Control.AISFR = tmpAICtrl.AISFR;
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g_AISSampleRate = tmpAICtrl.AISFR ? 48000 : 32000;
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if (SConfig::GetInstance().bWii)
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g_AISSampleRate = tmpAICtrl.AISFR ? 48000 : 32000;
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else
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g_AISSampleRate = tmpAICtrl.AISFR ? 48043 : 32029;
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g_sound_stream->GetMixer()->SetStreamInputSampleRate(g_AISSampleRate);
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g_CPUCyclesPerSample = SystemTimers::GetTicksPerSecond() / g_AISSampleRate;
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}
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@ -191,7 +194,10 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
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{
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DEBUG_LOG(AUDIO_INTERFACE, "Change AIDFR to %s", tmpAICtrl.AIDFR ? "32khz" : "48khz");
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m_Control.AIDFR = tmpAICtrl.AIDFR;
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g_AIDSampleRate = tmpAICtrl.AIDFR ? 32000 : 48000;
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if (SConfig::GetInstance().bWii)
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g_AIDSampleRate = tmpAICtrl.AIDFR ? 32000 : 48000;
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else
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g_AIDSampleRate = tmpAICtrl.AIDFR ? 32029 : 48043;
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g_sound_stream->GetMixer()->SetDMAInputSampleRate(g_AIDSampleRate);
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}
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