Fixed divide by zero issue and tweaked the values just right for rhythm games

This commit is contained in:
bagnz0r 2013-07-06 03:17:38 +02:00
parent 36051cd174
commit 90fd21a737

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@ -37,15 +37,15 @@ int eventHostAudioUpdate = -1;
int mixFrequency = 44100;
const int hwSampleRate = 44100;
const int hwBlockSize = 64;
const int hostAttemptBlockSize = 512;
const int hwBlockSize = 8; // 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);
// High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively.
// TODO: Tweak
const int chanQueueMaxSizeFactor = 1;
const int chanQueueMinSizeFactor = 0;
const int chanQueueMaxSizeFactor = 0;
const int chanQueueMinSizeFactor = 1;
// TODO: Need to replace this with something lockless. Mutexes in the audio pipeline
// is bad mojo.