mirror of https://github.com/stella-emu/stella.git
6c3b06d19e
would have liked in the 1.3 release, and it still doesn't. The background music in Pitfall2 is there, but it's scratchy. And in Quadrun, you only hear one 'quadrun' instead of 'quadrun, quadrun, quadrun'. - For now, you can disable/enable it by (un)-commenting the line '#define DIGITAL_SOUND' near the top of the SoundSDL.cxx file. - For those of you that care, here's the problem: Previously, the correct number of sound samples were created and the audio system had delays inserted to account for it. Problem was, the delays were causing 'jumps' in the video rendering, since the sound code was delaying every frame. Now, the audio system only takes as many samples as is needed. This eliminates the audio/video sync problems, since there are no delays at all. But the problem now is that if more samples are generated than the audio system requires, some are lost and/or overwritten. I do place them in a queue, but the samples are being generated faster than they're being removed. So things don't sound quite right. - At least that's what I think. We need some way to combine both approaches, so that the audio system only gets as many samples as it needs, but in *those* samples, all the sound information up to that point must be present. I guess the samples will have to be mixed, or something. - If anyone has ANY suggestions at all, they would be greatly appreciated. - And for anyone who doesn't have a clue what I'm talking about, let me say I really &&%*(&* hate sound programming. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@240 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba |
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