mirror of https://github.com/snes9xgit/snes9x.git
50f9f9eba1
DMA can last multiple frames, and so can S9xMainLoop. If we throttle outside of S9xMainLoop or only as we're exiting the loop as is currently done, we zoom through multiple frames and overrun the audio. Moving S9xSyncSpeed just after EndScreenRefresh causes it to be called every frame. This seemingly wasn't a problem because throttling with vsync *did* happen every frame regardless. Oops. |
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CMakeLists.txt |