Fixed the GBA sound filter options which were not getting applied.
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3b850ac295
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@ -2609,7 +2609,7 @@ EVT_HANDLER(PrintSnap, "Automatically save printouts as screen captures with -pr
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EVT_HANDLER(GBASoundInterpolation, "GBA sound interpolation")
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EVT_HANDLER(GBASoundInterpolation, "GBA sound interpolation")
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{
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{
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GetMenuOptionBool("GBASoundInterpolation", gopts.soundInterpolation);
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GetMenuOptionBool("GBASoundInterpolation", soundInterpolation);
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update_opts();
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update_opts();
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}
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}
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@ -247,7 +247,7 @@ opt_desc opts[] =
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INTOPT("Sound/Buffers", "", wxTRANSLATE("Number of sound buffers"), gopts.audio_buffers, 2, 10),
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INTOPT("Sound/Buffers", "", wxTRANSLATE("Number of sound buffers"), gopts.audio_buffers, 2, 10),
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INTOPT("Sound/Enable", "", wxTRANSLATE("Bit mask of sound channels to enable"), gopts.sound_en, 0, 0x30f),
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INTOPT("Sound/Enable", "", wxTRANSLATE("Bit mask of sound channels to enable"), gopts.sound_en, 0, 0x30f),
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INTOPT("Sound/GBAFiltering", "", wxTRANSLATE("GBA sound filtering (%)"), gopts.gba_sound_filter, 0, 100),
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INTOPT("Sound/GBAFiltering", "", wxTRANSLATE("GBA sound filtering (%)"), gopts.gba_sound_filter, 0, 100),
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BOOLOPT("Sound/GBAInterpolation", "GBASoundInterpolation", wxTRANSLATE("GBA sound interpolation"), gopts.soundInterpolation),
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BOOLOPT("Sound/GBAInterpolation", "GBASoundInterpolation", wxTRANSLATE("GBA sound interpolation"), soundInterpolation),
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BOOLOPT("Sound/GBDeclicking", "GBDeclicking", wxTRANSLATE("GB sound declicking"), gopts.gb_declick),
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BOOLOPT("Sound/GBDeclicking", "GBDeclicking", wxTRANSLATE("GB sound declicking"), gopts.gb_declick),
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INTOPT("Sound/GBEcho", "", wxTRANSLATE("GB echo effect (%)"), gopts.gb_echo, 0, 100),
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INTOPT("Sound/GBEcho", "", wxTRANSLATE("GB echo effect (%)"), gopts.gb_echo, 0, 100),
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BOOLOPT("Sound/GBEnableEffects", "GBEnhanceSound", wxTRANSLATE("Enable GB sound effects"), gopts.gb_effects_config_enabled),
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BOOLOPT("Sound/GBEnableEffects", "GBEnhanceSound", wxTRANSLATE("Enable GB sound effects"), gopts.gb_effects_config_enabled),
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@ -283,12 +283,18 @@ void GameArea::LoadGame(const wxString &name)
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doMirroring(mirroringEnable);
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doMirroring(mirroringEnable);
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// start sound; this must happen before CPU stuff
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// start sound; this must happen before CPU stuff
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gb_effects_config.echo = (float)gopts.gb_echo / 100.0;
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gb_effects_config.stereo = (float)gopts.gb_stereo / 100.0;
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gbSoundSetDeclicking(gopts.gb_declick);
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soundInit();
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soundInit();
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soundSetThrottle(throttle);
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soundSetThrottle(throttle);
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soundSetEnable(gopts.sound_en);
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soundSetEnable(gopts.sound_en);
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gbSoundSetSampleRate(!gopts.sound_qual ? 48000 :
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44100 / (1 << (gopts.sound_qual - 1)));
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soundSetSampleRate(!gopts.sound_qual ? 48000 :
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soundSetSampleRate(!gopts.sound_qual ? 48000 :
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44100 / (1 << (gopts.sound_qual - 1)));
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44100 / (1 << (gopts.sound_qual - 1)));
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soundSetVolume((float)gopts.sound_vol / 100.0);
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soundSetVolume((float)gopts.sound_vol / 100.0);
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soundFiltering = (float)gopts.gba_sound_filter / 100.0f;
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CPUInit(gopts.gba_bios.mb_fn_str(), useBiosFileGBA);
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CPUInit(gopts.gba_bios.mb_fn_str(), useBiosFileGBA);
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if (useBiosFileGBA && !useBios)
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if (useBiosFileGBA && !useBios)
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