mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: Communication error. We didn't want to remove the option; just make it a little more clear that *most* of the time it sucks and shouldn't be enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3599 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -36,6 +36,7 @@ private:
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wxString m_Device;
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u8 m_NumBuffers;
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bool m_DisableGlobalFocus;
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bool m_UseHardware;
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ds_device_data m_devices[32];
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int ndevs;
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@ -166,23 +167,20 @@ public:
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// Try a hardware buffer first, and then fall back on a software buffer if
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// that one fails.
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// Edit:
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// Due to too many reports of issues with hardware support we drop it totally.
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// It never made a good difference on anything anyway (rama)
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desc.dwFlags |= /*m_UseHardware ? DSBCAPS_LOCHARDWARE :*/ DSBCAPS_LOCSOFTWARE;
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desc.dwFlags |= m_UseHardware ? DSBCAPS_LOCHARDWARE : DSBCAPS_LOCSOFTWARE;
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desc.dwFlags |= m_DisableGlobalFocus ? DSBCAPS_STICKYFOCUS : DSBCAPS_GLOBALFOCUS;
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if( FAILED(dsound->CreateSoundBuffer(&desc, &buffer_, 0) ) )
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{
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/*if( m_UseHardware )
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if( m_UseHardware )
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{
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desc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_LOCSOFTWARE;
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desc.dwFlags |= m_DisableGlobalFocus ? DSBCAPS_STICKYFOCUS : DSBCAPS_GLOBALFOCUS;
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if( FAILED(dsound->CreateSoundBuffer(&desc, &buffer_, 0) ) )
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throw std::runtime_error( "DirectSound Error: Buffer could not be created." );
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}*/
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}
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throw std::runtime_error( "DirectSound Error: Buffer could not be created." );
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}
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@ -313,6 +311,7 @@ private:
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SetWindowText(GetDlgItem(hWnd,IDC_LATENCY_LABEL),temp);
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SET_CHECK( IDC_GLOBALFOCUS_DISABLE, m_DisableGlobalFocus );
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SET_CHECK( IDC_USE_HARDWARE, m_UseHardware );
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}
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break;
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@ -365,6 +364,7 @@ private:
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break;
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HANDLE_CHECK( IDC_GLOBALFOCUS_DISABLE, m_DisableGlobalFocus );
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HANDLE_CHECK( IDC_USE_HARDWARE, m_UseHardware );
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default:
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return FALSE;
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@ -458,6 +458,7 @@ public:
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CfgReadStr( L"DSOUNDOUT", L"Device", m_Device, L"default" );
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m_NumBuffers = CfgReadInt( L"DSOUNDOUT", L"Buffer_Count", 5 );
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m_DisableGlobalFocus = CfgReadBool( L"DSOUNDOUT", L"Disable_Global_Focus", false );
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m_UseHardware = CfgReadBool( L"DSOUNDOUT", L"Use_Hardware", false );
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Clampify( m_NumBuffers, (u8)3, (u8)8 );
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}
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@ -467,6 +468,7 @@ public:
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CfgWriteStr( L"DSOUNDOUT", L"Device", m_Device.empty() ? L"default" : m_Device );
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CfgWriteInt( L"DSOUNDOUT", L"Buffer_Count", m_NumBuffers );
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CfgWriteBool( L"DSOUNDOUT", L"Disable_Global_Focus", m_DisableGlobalFocus );
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CfgWriteBool( L"DSOUNDOUT", L"Use_Hardware", m_UseHardware );
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}
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} static DS;
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@ -100,8 +100,9 @@ BEGIN
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CONTROL "",IDC_BUFFERS_SLIDER,"msctls_trackbar32",TBS_AUTOTICKS | WS_TABSTOP,38,137,108,10
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LTEXT "Increase the buffer count if you are experiencing loopy or studdery audio even when games run at high FPS.",IDC_STATIC,11,157,169,27
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CTEXT "8 (80 ms latency)",IDC_LATENCY_LABEL,44,123,95,11
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LTEXT "The options above are useful for compatibility with older and/or buggy sound drivers ONLY, and should not be checked unless you experience sound problems (such as crackly audio or silence).",IDC_STATIC,16,68,175,38
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CONTROL "Disable Global Focus",IDC_GLOBALFOCUS_DISABLE,"Button",BS_AUTOCHECKBOX | WS_DISABLED | WS_TABSTOP,4,38,140,10
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LTEXT "If you have audio problems, try checking the option above. It doesn't really affect sound processing, but some drivers are picky and work nicer with different seetings.",IDC_STATIC,16,68,175,38
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CONTROL "Use a crappy alternate buffering mode",IDC_USE_HARDWARE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,4,53,140,10
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GROUPBOX "Output Buffers",IDC_STATIC,4,111,185,79
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END
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@ -52,7 +52,7 @@
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#define IDC_OPEN_CONFIG_DEBUG 1059
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#define IDC_GLOBALFOCUS_DISABLE 1060
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#define IDC_GLOBALFOCUS_DISABLE2 1061
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#define IDC_USE_HARDWARE 1062 // not used anymore
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#define IDC_USE_HARDWARE 1062
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#define IDC_COMBO1 1063
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#define IDC_SYNCHMODE 1064
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