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. Performance boost (Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe) . Both 32KHz & 48KHz sound can be handled properly now (But up-sampling is still not implemented, and I don't think any game requires it.) . Strategy adjustment When your PC is *NOT* capable to run the game at 100%: >> DSound Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency) >> OpenAL Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up) . Changed default frame limit to: Auto (Somehow this can dramatically decrease the chance of wiimote desync in game NSMB) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e |
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| .. | ||
| aldlist.cpp | ||
| aldlist.h | ||
| AlsaSoundStream.cpp | ||
| AlsaSoundStream.h | ||
| AOSoundStream.cpp | ||
| AOSoundStream.h | ||
| AudioCommon.cpp | ||
| AudioCommon.h | ||
| AudioCommonConfig.cpp | ||
| AudioCommonConfig.h | ||
| CoreAudioSoundStream.cpp | ||
| CoreAudioSoundStream.h | ||
| DSoundStream.cpp | ||
| DSoundStream.h | ||
| Mixer.cpp | ||
| Mixer.h | ||
| NullSoundStream.h | ||
| OpenALStream.cpp | ||
| OpenALStream.h | ||
| PulseAudioStream.cpp | ||
| PulseAudioStream.h | ||
| SConscript | ||
| SoundStream.h | ||
| WaveFile.cpp | ||
| WaveFile.h | ||