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author | craigsc | 2020-01-11 17:03:58 -0800 |
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committer | craigsc | 2020-01-11 17:03:58 -0800 |
commit | 0116eb64f2ee2d8a7a9d3d1db7d0d5cf354770c4 (patch) | |
tree | 54eb6509c92ba095a1b71c787beccc83eee291ea /backends/mixer | |
parent | f3505b616268880f85b9cec6fb334c3f3a8792c4 (diff) | |
download | scummvm-rg350-0116eb64f2ee2d8a7a9d3d1db7d0d5cf354770c4.tar.gz scummvm-rg350-0116eb64f2ee2d8a7a9d3d1db7d0d5cf354770c4.tar.bz2 scummvm-rg350-0116eb64f2ee2d8a7a9d3d1db7d0d5cf354770c4.zip |
Default gcw0 back to adlib emulator due to high CPU cost of fluidsynth.
I'm leaving fluidsynth in the build because the quality is higher and it
does technically work and feel good on several games. Added back in MAD support
for MP3 playback for CD-based music tracks on games like Monkey Island 1 - the
auto-detection seems to not work correctly for gcw0. Default mixer sampling rate
to 48000 due to device driver limitations (this should lower CPU cost since anything
other than 48k gets re-sampled)
Diffstat (limited to 'backends/mixer')
-rw-r--r-- | backends/mixer/sdl/sdl-mixer.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/backends/mixer/sdl/sdl-mixer.cpp b/backends/mixer/sdl/sdl-mixer.cpp index 2a46d877b2..4dca3923dd 100644 --- a/backends/mixer/sdl/sdl-mixer.cpp +++ b/backends/mixer/sdl/sdl-mixer.cpp @@ -32,7 +32,7 @@ #if defined(GP2X) #define SAMPLES_PER_SEC 11025 -#elif defined(PLAYSTATION3) || defined(PSP2) || defined(NINTENDO_SWITCH) +#elif defined(PLAYSTATION3) || defined(PSP2) || defined(NINTENDO_SWITCH) || defined(GCW0) #define SAMPLES_PER_SEC 48000 #else #define SAMPLES_PER_SEC 44100 |