2016-06-05 01:33:35 +00:00
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/****************************************************************************
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2017-09-11 11:57:21 +00:00
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* *
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* Project64-audio - A Nintendo 64 audio plugin. *
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* http://www.pj64-emu.com/ *
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* Copyright (C) 2017 Project64. All rights reserved. *
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* Copyright (C) 2008-2012 Tillin9, Richard42 *
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* *
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* License: *
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* GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html *
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* *
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****************************************************************************/
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#pragma once
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2016-06-05 01:33:35 +00:00
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/* Default start-time size of primary buffer (in equivalent output samples).
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2017-09-13 07:41:52 +00:00
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This is the buffer where audio is loaded after it's extracted from n64's memory. */
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2016-06-05 01:33:35 +00:00
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enum { PRIMARY_BUFFER_SIZE = 16384 };
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/* Size of a single secondary buffer, in output samples. This is the requested size of OpenSLES's
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2017-09-13 07:41:52 +00:00
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hardware buffer, this should be a power of two. */
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2016-06-05 01:33:35 +00:00
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enum { SECONDARY_BUFFER_SIZE = 1024 };
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/* This is the requested number of OpenSLES's hardware buffers */
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enum { SECONDARY_BUFFER_NBR = 2 };
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/* This sets default frequency what is used if rom doesn't want to change it.
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2017-09-13 07:41:52 +00:00
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Probably only game that needs this is Zelda: Ocarina Of Time Master Quest
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*NOTICE* We should try to find out why Demos' frequencies are always wrong
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They tend to rely on a default frequency, apparently, never the same one ;) */
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enum { DEFAULT_FREQUENCY = 33600 };
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2016-06-05 01:33:35 +00:00
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extern bool g_SwapChannels;
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extern uint32_t g_GameFreq;
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