3DS, Wii: Tweak audio rates a bit

This commit is contained in:
Jeffrey Pfau 2015-09-03 22:40:02 -07:00
parent 3ab6a5db6b
commit 5d3b6d5fd8
2 changed files with 6 additions and 6 deletions

View File

@ -83,16 +83,16 @@ static void _gameLoaded(struct GBAGUIRunner* runner) {
}
#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
double ratio = GBAAudioCalculateRatio(1, 59.826, 1);
blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 44100 * ratio);
blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 44100 * ratio);
double ratio = GBAAudioCalculateRatio(1, 59.8260982880808, 1);
blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 32768 * ratio);
blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 32768 * ratio);
#endif
if (hasSound) {
memset(audioLeft, 0, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
memset(audioRight, 0, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
audioPos = 0;
csndPlaySound(0x8, SOUND_REPEAT | SOUND_FORMAT_16BIT, 44100, 1.0, -1.0, audioLeft, audioLeft, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
csndPlaySound(0x9, SOUND_REPEAT | SOUND_FORMAT_16BIT, 44100, 1.0, 1.0, audioRight, audioRight, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
csndPlaySound(0x8, SOUND_REPEAT | SOUND_FORMAT_16BIT, 32768, 1.0, -1.0, audioLeft, audioLeft, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
csndPlaySound(0x9, SOUND_REPEAT | SOUND_FORMAT_16BIT, 32768, 1.0, 1.0, audioRight, audioRight, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
}
}

View File

@ -312,7 +312,7 @@ void _setup(struct GBAGUIRunner* runner) {
GBAAudioResizeBuffer(&runner->context.gba->audio, SAMPLES);
#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
double ratio = GBAAudioCalculateRatio(1, 60, 1);
double ratio = GBAAudioCalculateRatio(1, 60 / 1.001, 1);
blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
#endif