SDL Audio: Fix silly regression with changing the FPS target

This commit is contained in:
Jeffrey Pfau 2015-10-24 23:35:03 -07:00
parent b950f45652
commit 2079d47673
1 changed files with 1 additions and 1 deletions

View File

@ -121,7 +121,7 @@ static void _GBASDLAudioCallback(void* context, Uint8* data, int len) {
#elif RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF #elif RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
double fauxClock = 1; double fauxClock = 1;
if (audioContext->thread) { if (audioContext->thread) {
GBAAudioCalculateRatio(1, audioContext->thread->fpsTarget, 1); fauxClock = GBAAudioCalculateRatio(1, audioContext->thread->fpsTarget, 1);
GBASyncLockAudio(&audioContext->thread->sync); GBASyncLockAudio(&audioContext->thread->sync);
} }
blip_set_rates(gba->audio.left, GBA_ARM7TDMI_FREQUENCY, audioContext->obtainedSpec.freq * fauxClock); blip_set_rates(gba->audio.left, GBA_ARM7TDMI_FREQUENCY, audioContext->obtainedSpec.freq * fauxClock);