use D3DCREATE_FPU_PRESERVE when initializing Direct3D to fix low frequency noise in DirectSound
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b0eec46455
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@ -27,10 +27,6 @@
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#include "Util.h"
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#include "Util.h"
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#include "Port.h"
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#include "Port.h"
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#ifdef _WIN32
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//#include <float.h>
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#endif
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#include "gb/gb_apu/Gb_Apu.h"
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#include "gb/gb_apu/Gb_Apu.h"
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#include "gb/gb_apu/Multi_Buffer.h"
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#include "gb/gb_apu/Multi_Buffer.h"
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@ -451,12 +447,6 @@ static void remake_stereo_buffer()
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if ( !ioMem )
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if ( !ioMem )
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return;
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return;
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#ifdef _WIN32
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// Direct3D might mess with FPU mode. Try uncommenting if more sound problems
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// occur (also need to uncomment #include <float.h> above).
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//_fpreset();
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#endif
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// Clears pointers kept to old stereo_buffer
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// Clears pointers kept to old stereo_buffer
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pcm [0].pcm.init();
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pcm [0].pcm.init();
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pcm [1].pcm.init();
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pcm [1].pcm.init();
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@ -303,6 +303,7 @@ bool Direct3DDisplay::initialize()
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D3DADAPTER_DEFAULT,
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D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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D3DDEVTYPE_HAL,
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theApp.m_pMainWnd->GetSafeHwnd(),
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theApp.m_pMainWnd->GetSafeHwnd(),
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D3DCREATE_FPU_PRESERVE |
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&dpp,
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&dpp,
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&pDevice);
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&pDevice);
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