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Fixed divide by zero issue and tweaked the values just right for rhythm games
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@ -37,15 +37,15 @@ 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 = 64;
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const int hostAttemptBlockSize = 512;
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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 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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// 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 = 1;
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const int chanQueueMinSizeFactor = 0;
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const int chanQueueMaxSizeFactor = 0;
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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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