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author | Torbjörn Andersson | 2004-07-16 10:26:24 +0000 |
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committer | Torbjörn Andersson | 2004-07-16 10:26:24 +0000 |
commit | edcd6b15d7e4f43f11f2756561966968e2c5969f (patch) | |
tree | 86300a21b6d904951ffb26611f917750ef6f1aa6 | |
parent | 70f8f689a152aee9a599c310a09da0a72508af6d (diff) | |
download | scummvm-rg350-edcd6b15d7e4f43f11f2756561966968e2c5969f.tar.gz scummvm-rg350-edcd6b15d7e4f43f11f2756561966968e2c5969f.tar.bz2 scummvm-rg350-edcd6b15d7e4f43f11f2756561966968e2c5969f.zip |
Added missing part of my previous commit of patch #957544.
svn-id: r14226
-rw-r--r-- | doc/07_06.tex | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/doc/07_06.tex b/doc/07_06.tex new file mode 100644 index 0000000000..406ea58759 --- /dev/null +++ b/doc/07_06.tex @@ -0,0 +1,33 @@ + +%%% 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. |