Fine-tuned the block size and queue values to stutter less and produce lower latency audio.

This commit is contained in:
bagnz0r 2013-07-06 22:01:52 +02:00
parent 90fd21a737
commit 50044667ea

View File

@ -36,8 +36,8 @@ int eventAudioUpdate = -1;
int eventHostAudioUpdate = -1;
int mixFrequency = 44100;
const int hwSampleRate = 44100;
const int hwBlockSize = 8; // Yes I know, but this is nearly perfect for rhythm games.
const int hwSampleRate = 44100;
const int hwBlockSize = 32; // Yes I know, but this is nearly perfect for rhythm games.
const int hostAttemptBlockSize = 256; // Same here...
const int audioIntervalUs = (int)(1000000ULL * hwBlockSize / hwSampleRate);
const int audioHostIntervalUs = (int)(1000000ULL * hostAttemptBlockSize / hwSampleRate);
@ -45,7 +45,7 @@ const int audioHostIntervalUs = (int)(1000000ULL * hostAttemptBlockSize / hwSamp
// High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively.
// TODO: Tweak
const int chanQueueMaxSizeFactor = 0;
const int chanQueueMinSizeFactor = 1;
const int chanQueueMinSizeFactor = 1;
// TODO: Need to replace this with something lockless. Mutexes in the audio pipeline
// is bad mojo.