Age | Commit message (Collapse) | Author |
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When DRC is on, game syncs to frame rate instead of audio buffer
capacity. Audio is resampled to generate more samples when buffer is
low and less when buffer is high, to keep buffer 40%-60% full. Buffer
size doubled to keep same avg. audio latency value.
Audio can distort when buffer is out of range, not often during
gameplay. Better resampler could improve but would be slower. When
buffer is always out of range (heavy frameskip), it is better to leave
off, DRC doesn't help anyway then.
Idea from RetroArch audio_driver.c and
https://near.sh/articles/audio/dynamic-rate-control
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If a core sets need_fullpath, content is patched and written to a file
in /tmp. This allows patching content for gpsp and probably others.
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Keeps cores cleaner and avoids conflicts
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Some cores free core options after notifying libretro, picoarch cannot
rely on them staying around.
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Smooth is slower (10-15%) than a scaler built for a specific
resolution. Works well for downscaling and for odd screen ratios until
a custom scaler is built.
Replaces the snes smooth scaler (outperforms it) and the gba smooth
scaler (looks better)
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