From 50044667ea7c24436ec59bf50777f0f7ab7e156d Mon Sep 17 00:00:00 2001 From: bagnz0r Date: Sat, 6 Jul 2013 22:01:52 +0200 Subject: [PATCH] Fine-tuned the block size and queue values to stutter less and produce lower latency audio. --- Core/HLE/__sceAudio.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Core/HLE/__sceAudio.cpp b/Core/HLE/__sceAudio.cpp index c37454f89d..fcc9c9df42 100644 --- a/Core/HLE/__sceAudio.cpp +++ b/Core/HLE/__sceAudio.cpp @@ -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.