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