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72ab6cd0bc
Hopefully, this will fix the reported bad audio performance and behavior. Running two speed-compensating resamplers in a row can't be a good thing.
32 lines
791 B
C++
32 lines
791 B
C++
#include "Common/System/System.h"
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#include "Core/HW/StereoResampler.h" // TODO: doesn't belong in Core/HW...
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#include "UI/AudioCommon.h"
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StereoResampler g_resampler;
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// numFrames is number of stereo frames.
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// This is called from *outside* the emulator thread.
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int __AudioMix(int16_t *outstereo, int numFrames, int sampleRate) {
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return g_resampler.Mix(outstereo, numFrames, false, sampleRate);
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}
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void System_AudioGetDebugStats(char *buf, size_t bufSize) {
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if (buf) {
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g_resampler.GetAudioDebugStats(buf, bufSize);
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} else {
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g_resampler.ResetStatCounters();
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}
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}
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void System_AudioClear() {
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g_resampler.Clear();
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}
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void System_AudioPushSamples(const int32_t *audio, int numSamples) {
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if (audio) {
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g_resampler.PushSamples(audio, numSamples);
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} else {
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g_resampler.Clear();
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}
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}
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