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Keep the High/low water marks the same for all platform
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@ -38,26 +38,15 @@ int mixFrequency = 44100;
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const int hwSampleRate = 44100;
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const int hwSampleRate = 44100;
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const int hwBlockSize = 64;
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const int hwBlockSize = 64;
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// TODO: Tweak
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#ifdef ANDROID
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const int hostAttemptBlockSize = 2048;
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#else
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const int hostAttemptBlockSize = 512;
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const int hostAttemptBlockSize = 512;
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#endif
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const int audioIntervalUs = (int)(1000000ULL * hwBlockSize / hwSampleRate);
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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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const int audioHostIntervalUs = (int)(1000000ULL * hostAttemptBlockSize / hwSampleRate);
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// High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively.
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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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// TODO: Tweak
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#ifdef ANDROID
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const int chanQueueMaxSizeFactor = 1;
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const int chanQueueMaxSizeFactor = 4;
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const int chanQueueMinSizeFactor = 0;
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const int chanQueueMinSizeFactor = 2;
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#else
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const int chanQueueMaxSizeFactor = 2;
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const int chanQueueMinSizeFactor = 1;
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#endif
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FixedSizeQueue<s16, hostAttemptBlockSize * 16> outAudioQueue;
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FixedSizeQueue<s16, hostAttemptBlockSize * 16> outAudioQueue;
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