mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
edcd6b15d7
svn-id: r14226
34 lines
1.5 KiB
TeX
34 lines
1.5 KiB
TeX
|
|
%%% Local Variables:
|
|
%%% mode: latex
|
|
%%% TeX-master: "readme"
|
|
%%% End:
|
|
|
|
\subsection{Output sample rate}
|
|
|
|
The output sample rate tells ScummVM how many sound samples to play per channel
|
|
per second. There is much that could be said on this subject, but most of it
|
|
would be irrelevant here. The short version is that for most games 22050 Hz is
|
|
fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
|
|
you may want to use 11025 Hz, but it's unlikely that you have to worry about
|
|
that.
|
|
|
|
To elaborate, most of the sounds ScummVM has to play were sampled at either
|
|
22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
|
|
quality of these sounds. Hence, 22050 Hz is fine.
|
|
|
|
Some games use CD audio. If you use compressed files for this, they are
|
|
probably sampled at 44100 Hz, so for these games that may be a better choice of
|
|
sample rate.
|
|
|
|
When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
|
|
is responsible for generating the samples. Usually 22050 Hz will be plenty for
|
|
these, but there is at least one piece of Adlib music in Beneath a Steeel Sky
|
|
that will sound a lot better at 44100 Hz.
|
|
|
|
Using frequencies in between is not recommended. For one thing, your sound card
|
|
may not support it. In theory, ScummVM should fall back on a sensible frequency
|
|
in that case, but don't count on it. More importantly, ScummVM has to resample
|
|
all sounds to its output frequency. This is much easier to do well if the
|
|
output frequency is a multiple of the original frequency.
|