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authorJustin Weiss2019-09-21 16:49:45 -0700
committerJustin Weiss2019-09-21 16:49:45 -0700
commitbbb541fb7c3330ca1184d059bbe358059c2138f6 (patch)
tree7dff86d3768f7713bdf64267935c5371e05d3e70
parent915cd7d7a2b7d4c5f3dd53219b36f62184d68c65 (diff)
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Fix sound over-buffering on 3ds
With iTempo turned on, we generate a frame and a half of sound data each frame, which causes dropped sound frames and noise. It looks like GPH hacks are disabled for 3ds in other places, so disabling it here too seemed like the correct fix.
-rw-r--r--frontend/main.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/frontend/main.c b/frontend/main.c
index 81a68e3..aabed49 100644
--- a/frontend/main.c
+++ b/frontend/main.c
@@ -144,7 +144,7 @@ void emu_set_default_config(void)
spu_config.iVolume = 768;
spu_config.iTempo = 0;
spu_config.iUseThread = 1; // no effect if only 1 core is detected
-#ifdef HAVE_PRE_ARMV7 /* XXX GPH hack */
+#if defined(HAVE_PRE_ARMV7) && !defined(_3DS) /* XXX GPH hack */
spu_config.iUseReverb = 0;
spu_config.iUseInterpolation = 0;
spu_config.iTempo = 1;