use D3DCREATE_FPU_PRESERVE when initializing Direct3D to fix low frequency noise in DirectSound
This commit is contained in:
parent
b0eec46455
commit
f6ba8a2302
|
@ -27,10 +27,6 @@
|
|||
#include "Util.h"
|
||||
#include "Port.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
//#include <float.h>
|
||||
#endif
|
||||
|
||||
#include "gb/gb_apu/Gb_Apu.h"
|
||||
#include "gb/gb_apu/Multi_Buffer.h"
|
||||
|
||||
|
@ -451,12 +447,6 @@ static void remake_stereo_buffer()
|
|||
if ( !ioMem )
|
||||
return;
|
||||
|
||||
#ifdef _WIN32
|
||||
// Direct3D might mess with FPU mode. Try uncommenting if more sound problems
|
||||
// occur (also need to uncomment #include <float.h> above).
|
||||
//_fpreset();
|
||||
#endif
|
||||
|
||||
// Clears pointers kept to old stereo_buffer
|
||||
pcm [0].pcm.init();
|
||||
pcm [1].pcm.init();
|
||||
|
|
|
@ -303,6 +303,7 @@ bool Direct3DDisplay::initialize()
|
|||
D3DADAPTER_DEFAULT,
|
||||
D3DDEVTYPE_HAL,
|
||||
theApp.m_pMainWnd->GetSafeHwnd(),
|
||||
D3DCREATE_FPU_PRESERVE |
|
||||
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
|
||||
&dpp,
|
||||
&pDevice);
|
||||
|
|
Loading…
Reference in New Issue